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The Linux Memory Game project is a childrens (and adults) game based on the card game.
The Linux Memory Game is an X11 game using GTK+ library for children ages 3 and up. It is a lot more than the card game "Memory".
It has five skill levels, the higher ones are challenging to adults as well. Additionally, one can choose from the menu to match 2 cards or 3 cards, or match different cards.
This last "different card" mode can be a very good teaching tool for teaching languages, concepts, or association.
Here are some key features of "The Linux Memory Game":
· Extensible - add new images yourself without having to make changes to the program.
· Five skill levels appropriate for the youngest and the ones with the best brains.
· Can play two card matching or three card matching (more challenging!)
· Can set to match different cards. This can be used with apropriately designed pictures to teach children (or adults) words, concepts, or another language.
Whats New in This Release:
· Fixed overflow bug in pixmaps_jump.
The Linux Memory Game is an X11 game using GTK+ library for children ages 3 and up. It is a lot more than the card game "Memory".
It has five skill levels, the higher ones are challenging to adults as well. Additionally, one can choose from the menu to match 2 cards or 3 cards, or match different cards.
This last "different card" mode can be a very good teaching tool for teaching languages, concepts, or association.
Here are some key features of "The Linux Memory Game":
· Extensible - add new images yourself without having to make changes to the program.
· Five skill levels appropriate for the youngest and the ones with the best brains.
· Can play two card matching or three card matching (more challenging!)
· Can set to match different cards. This can be used with apropriately designed pictures to teach children (or adults) words, concepts, or another language.
Whats New in This Release:
· Fixed overflow bug in pixmaps_jump.
Gallipoli: The Game is a stunning recreation of Australias greatest military adventure. As a commander in the Great War (WWI), you take on the role of leading the prime of Australias armed forces as they launch an all-out assault on the Central Powers (the Germans, Austrians and the Ottomans).
Gameplay is similar to the hit PC game, Lemmings, except, instead of trying to save your soldiers, your mission, as an authentic WWI commander, is to wipe out as many diggers as possible ... the more gruesomely, the better!
Here are some key features of "Gallipoli The Game":
· Landing at Hell Spit (ANZAC cove)
· Russells Top
· The Sphinx
· Walkers Ridge
· The landing at Sulva Bay
· The third wave at the Nek
Whats New in This Release:
· game much faster
· more options
· Battle of Pozyers level removed (no-one was playing it)
Gameplay is similar to the hit PC game, Lemmings, except, instead of trying to save your soldiers, your mission, as an authentic WWI commander, is to wipe out as many diggers as possible ... the more gruesomely, the better!
Here are some key features of "Gallipoli The Game":
· Landing at Hell Spit (ANZAC cove)
· Russells Top
· The Sphinx
· Walkers Ridge
· The landing at Sulva Bay
· The third wave at the Nek
Whats New in This Release:
· game much faster
· more options
· Battle of Pozyers level removed (no-one was playing it)
3
Programming -> Libraries
LGPL GNU Lesser General Public License
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Crate Game Engine is a game engine that is designed to make the process of creating games trivial.
The rendering engine and scripting engine are removed from the game engine to make the specialization of games as easy as possible.
An XML game loader will be implemented to make creating games require no recompiling.
Extremely easy to use game engine with modular Scripting and Rendering engines.
Milestones:
Milestone 1: Basic framework compilable (completed Oct 9, 2005)
Milestone 2: C++ proof of concept demo using framework & text based RenderingEngine
Milestone 3: XML based game loader with Milestone 2 game ported to it
Milestone 4: Scripting support with Milestone 3 game ported to it
Milestone 5: 2D Rendering Engine with Milestone 4 game ported to it
Whats New in This Release:
· This release includes minor API and documentation updates, as well as a logging system.
The rendering engine and scripting engine are removed from the game engine to make the specialization of games as easy as possible.
An XML game loader will be implemented to make creating games require no recompiling.
Extremely easy to use game engine with modular Scripting and Rendering engines.
Milestones:
Milestone 1: Basic framework compilable (completed Oct 9, 2005)
Milestone 2: C++ proof of concept demo using framework & text based RenderingEngine
Milestone 3: XML based game loader with Milestone 2 game ported to it
Milestone 4: Scripting support with Milestone 3 game ported to it
Milestone 5: 2D Rendering Engine with Milestone 4 game ported to it
Whats New in This Release:
· This release includes minor API and documentation updates, as well as a logging system.
4
Science-and-Engineering -> Artificial-Intelligence
GPL GNU General Public License
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Golly project is an open source, cross-platform Game of Life simulator currently under development by Andrew Trevorrow and Tomas Rokicki.
Our goal is to write a world-class Life simulator, solicit ideas and help from the planets best Life hackers, and share some of our excitement.
Here are some key features of "The Golly Game of Life Simulator":
· Unbounded universe (limited only by memory).
· Fast, memory-efficient conventional algorithm.
· Super fast hashing algorithm for highly regular patterns.
· Responsive even while generating or garbage collecting.
· Reads RLE, Life 1.05/1.06, and macrocell formats.
· Can paste in patterns from the clipboard.
· Auto fit option keeps patterns sized to the window.
· Full screen option (no menu/status/tool/scroll bars).
· Built-in HTML help system (thanks to wxWidgets).
Whats New in This Release:
· The X11 version of Golly has a number of bugs and limitations, so use the GTK version if you can (it requires GTK+ 2.x).
· If you want to build Golly from the source distribution then to avoid various bugs use wxGTK 2.7 or later.
Our goal is to write a world-class Life simulator, solicit ideas and help from the planets best Life hackers, and share some of our excitement.
Here are some key features of "The Golly Game of Life Simulator":
· Unbounded universe (limited only by memory).
· Fast, memory-efficient conventional algorithm.
· Super fast hashing algorithm for highly regular patterns.
· Responsive even while generating or garbage collecting.
· Reads RLE, Life 1.05/1.06, and macrocell formats.
· Can paste in patterns from the clipboard.
· Auto fit option keeps patterns sized to the window.
· Full screen option (no menu/status/tool/scroll bars).
· Built-in HTML help system (thanks to wxWidgets).
Whats New in This Release:
· The X11 version of Golly has a number of bugs and limitations, so use the GTK version if you can (it requires GTK+ 2.x).
· If you want to build Golly from the source distribution then to avoid various bugs use wxGTK 2.7 or later.
This is an adapted, improved version of the popular javacave game, written in QtRuby.
Installation:
download
chmod +x snake(gl).rb
run it.
Installation:
download
chmod +x snake(gl).rb
run it.
Acquire is a computer version of the classic board game.
The goal of the game is to make the most profit by buying stocks in companies that form, merge and grow as tiles are placed on the game board.
This program is a text-based version of the game and should be playable on any system with a C++ compiler.
Whats New in This Release:
· The main improvement of this release is that the bug causing the game to crash at the end was fixed, so you can now see who won.
· There were some other small bugfixes and changes.
The goal of the game is to make the most profit by buying stocks in companies that form, merge and grow as tiles are placed on the game board.
This program is a text-based version of the game and should be playable on any system with a C++ compiler.
Whats New in This Release:
· The main improvement of this release is that the bug causing the game to crash at the end was fixed, so you can now see who won.
· There were some other small bugfixes and changes.
game is a simple Tetris-like game.
The objective of the game is to keep the level of colored blocks down as long as possible.
New blocks are falling down at an increasing rate, blocks can be removed by creating rows of three or more blocks of the same color. The longer the row,
the more points you get.
Usage:
The objective of the game is to keep the level of colored blocks down as long as possible. New blocks are falling down at an increasing rate, blocks can be removed by creating rows of three or more blocks of the same color. The longer the row, the more points you get.
space - Flip two neighbour blocks.
arrow keys - Move cursor
h,j,k,l - Move cursor (vi-fans)
escape - Quit game, no questions asked.
s - Starts the game. If a game is in progress, a new game
will be started instantly.
p - Pause game. To avoid cheating, the game will be hidden
during pause.
e - Generate earthquake. This can be used as a last resort in
case of panic, and will remove approximately 30 blocks from
the field. It might help you. Then again, it might not.
Can be used once per game and costs 50 points.
Installation:
Linux:
Make sure the SDL, SDL_image and SDL_mixer runtime libraries are installed
$ tar -zxvf game- -linux.tgz
$ cd game
$ ./game
Whats New in This Release:
· Added better error handling on SDL img load failures
The objective of the game is to keep the level of colored blocks down as long as possible.
New blocks are falling down at an increasing rate, blocks can be removed by creating rows of three or more blocks of the same color. The longer the row,
the more points you get.
Usage:
The objective of the game is to keep the level of colored blocks down as long as possible. New blocks are falling down at an increasing rate, blocks can be removed by creating rows of three or more blocks of the same color. The longer the row, the more points you get.
space - Flip two neighbour blocks.
arrow keys - Move cursor
h,j,k,l - Move cursor (vi-fans)
escape - Quit game, no questions asked.
s - Starts the game. If a game is in progress, a new game
will be started instantly.
p - Pause game. To avoid cheating, the game will be hidden
during pause.
e - Generate earthquake. This can be used as a last resort in
case of panic, and will remove approximately 30 blocks from
the field. It might help you. Then again, it might not.
Can be used once per game and costs 50 points.
Installation:
Linux:
Make sure the SDL, SDL_image and SDL_mixer runtime libraries are installed
$ tar -zxvf game- -linux.tgz
$ cd game
$ ./game
Whats New in This Release:
· Added better error handling on SDL img load failures
Audio::Play is an interface for Audio::Data to hardware.
SYNOPSIS
use Audio::Data;
use Audio::Play;
$audio = Audio::Data->new(...)
$svr = Audio::Play->new;
$svr->play($audio);
Audio::Play is an wrapper class which loads Audio::Play::$^O i.e. a per-platform driver.
Each class provides the following interface:
$svr = $class->new([$wait])
Create the server and return an object. $wait is supposed to determine whether to wait for device (and for how long) but is currently not really working for many devices.
$svr->rate($rate)
Set sample rate (if possible) to $rate.
$rate = $svr->rate;
Return sample rate.
$svr->play($audio[,$gain])
Play $audio via the hardware. Should take steps to match hardware and datas sampling rate.
$svr->gain($mult)
Set gain (if possible).
$svr->flush
Wait for playing to complete.
$svr->DESTROY
Destructor flushes and closes hardware.
SYNOPSIS
use Audio::Data;
use Audio::Play;
$audio = Audio::Data->new(...)
$svr = Audio::Play->new;
$svr->play($audio);
Audio::Play is an wrapper class which loads Audio::Play::$^O i.e. a per-platform driver.
Each class provides the following interface:
$svr = $class->new([$wait])
Create the server and return an object. $wait is supposed to determine whether to wait for device (and for how long) but is currently not really working for many devices.
$svr->rate($rate)
Set sample rate (if possible) to $rate.
$rate = $svr->rate;
Return sample rate.
$svr->play($audio[,$gain])
Play $audio via the hardware. Should take steps to match hardware and datas sampling rate.
$svr->gain($mult)
Set gain (if possible).
$svr->flush
Wait for playing to complete.
$svr->DESTROY
Destructor flushes and closes hardware.
Othello Game is a classic strategy game, also known as Reversi. Its objective is to finish the game with the greater amount of pieces (circles) of the same color.
This version of the Othello game supports the writing of AI plugins in C++ or Python, network games, and interface themes.
Whats New in This Release:
· pkgconfig support was added.
· It is now easier to write AI plugins.
· An installation guide, and a tutorial for writing plugins were incuded.
· It is now possible to disable Python support from the configuration.
· New icons were provided.
This version of the Othello game supports the writing of AI plugins in C++ or Python, network games, and interface themes.
Whats New in This Release:
· pkgconfig support was added.
· It is now easier to write AI plugins.
· An installation guide, and a tutorial for writing plugins were incuded.
· It is now possible to disable Python support from the configuration.
· New icons were provided.
Game::Life - Plays Conways Game of Life.
SYNOPSIS
use Game::Life;
my $game = new Game::Life( 20 );
my $starting = [
[ 1, 1, 1 ],
[ 1, 0, 0 ],
[ 0, 1, 0 ]
];
$game->place_points( 10, 10, $starting );
for (1..20) {
my $grid = $game->get_grid();
foreach ( @$grid ) {
print map { $_ ? X : . } @$_;
print "n";
}
print "nn";
$game->process();
}
Conways Game of Life is a basic example of finding living patterns in rather basic rulesets (see NOTES). The Game of Life takes place on a 2-D rectangular grid, with each grid point being either alive or dead. If a living grid point has 2 or 3 neighbors within the surrounding 8 points, the point will remain alive in the next generation; any fewer or more will kill it. A dead grid point will become alive if there are exactly 3 living neighbors to it. With these simple rules, fascinating structures such as gliders that move across the grid, glider guns that generate these gliders, XOR gates, and others have been found.
This module simply provides a way to simulate the Game of Life in Perl.
In terms of coordinate systems as used in place_points, toggle_point and other functions, the first coodinate is the vertical direction, 0 being the top of the board, and the second is the horizontal direaction, 0 being the left side of the board. Thus, toggling the point of (3,2) will switch the state of the point in the 4th row and 3rd column.
The edges of the board are currently set as "flat"; cells on the edge do not have any neighbors, and thus will fall off the board. Future versions may allow for warp edges (if a cell moves off the left side it reappears on the right side).
SYNOPSIS
use Game::Life;
my $game = new Game::Life( 20 );
my $starting = [
[ 1, 1, 1 ],
[ 1, 0, 0 ],
[ 0, 1, 0 ]
];
$game->place_points( 10, 10, $starting );
for (1..20) {
my $grid = $game->get_grid();
foreach ( @$grid ) {
print map { $_ ? X : . } @$_;
print "n";
}
print "nn";
$game->process();
}
Conways Game of Life is a basic example of finding living patterns in rather basic rulesets (see NOTES). The Game of Life takes place on a 2-D rectangular grid, with each grid point being either alive or dead. If a living grid point has 2 or 3 neighbors within the surrounding 8 points, the point will remain alive in the next generation; any fewer or more will kill it. A dead grid point will become alive if there are exactly 3 living neighbors to it. With these simple rules, fascinating structures such as gliders that move across the grid, glider guns that generate these gliders, XOR gates, and others have been found.
This module simply provides a way to simulate the Game of Life in Perl.
In terms of coordinate systems as used in place_points, toggle_point and other functions, the first coodinate is the vertical direction, 0 being the top of the board, and the second is the horizontal direaction, 0 being the left side of the board. Thus, toggling the point of (3,2) will switch the state of the point in the 4th row and 3rd column.
The edges of the board are currently set as "flat"; cells on the edge do not have any neighbors, and thus will fall off the board. Future versions may allow for warp edges (if a cell moves off the left side it reappears on the right side).
Games::Alak is a simple game-tree implementation of a gomoku-like game.
SYNOPSIS
% perl -MGames::Alak -e Games::Alak::play
...Or just run Alak.pm as if it were a program...
...Program responds with output, and a prompt:
Lookahead set to 3. I am X, you are O.
Enter h for help
X moves from 1 to 5, yielding .xxxx..oooo
alak>
...and now you enter the commands to play.
This module implements a simple game-tree system for the computer to play against the user in a game of Alak. You can just play the game for fun; or you can use this module as a starting point for understanding game trees (and implementing smarter strategy -- the modules current logic is fairly simple-minded), particularly after reading my Perl Journal #18 article on trees, which discusses this modules implementation of game trees as an example of general tree-shaped data structures.
SYNOPSIS
% perl -MGames::Alak -e Games::Alak::play
...Or just run Alak.pm as if it were a program...
...Program responds with output, and a prompt:
Lookahead set to 3. I am X, you are O.
Enter h for help
X moves from 1 to 5, yielding .xxxx..oooo
alak>
...and now you enter the commands to play.
This module implements a simple game-tree system for the computer to play against the user in a game of Alak. You can just play the game for fun; or you can use this module as a starting point for understanding game trees (and implementing smarter strategy -- the modules current logic is fairly simple-minded), particularly after reading my Perl Journal #18 article on trees, which discusses this modules implementation of game trees as an example of general tree-shaped data structures.
Chess::Game is a class to record and validate the moves of a game of chess.
SYNOPSIS
use Chess::Game;
$game = Chess::Game->new();
$clone = $game->clone();
$move = $game->make_move("e2", "e4");
$move_c = $clone->make_move("e2", "e4");
$true = ($move->get_piece() ne $move_c->get_piece());
$move = $game->delete_move();
...
while (!defined($result = $game->result())) {
# get a move
$move = $game->make_move($sq1, $sq2);
if (!defined($move)) {
print $game->get_message();
}
}
if ($result == 1) {
print "White wins!n";
}
elsif ($result == 0) {
print "Draw!n"
}
else {
print "Black wins!n";
}
The Chess module provides a framework for writing chess programs with Perl. This class forms part of that framework, providing move validation for all moves recorded using the Chess::Game class. The Game contains a Chess::Board, 32 Chess::Pieces and a Chess::Game::MoveList that contains a series of Chess::Game::MoveListEntrys that record the exact state of the game as it progresses. Moves can be taken back one-at-a-time to allow for simple movelist manipulation.
SYNOPSIS
use Chess::Game;
$game = Chess::Game->new();
$clone = $game->clone();
$move = $game->make_move("e2", "e4");
$move_c = $clone->make_move("e2", "e4");
$true = ($move->get_piece() ne $move_c->get_piece());
$move = $game->delete_move();
...
while (!defined($result = $game->result())) {
# get a move
$move = $game->make_move($sq1, $sq2);
if (!defined($move)) {
print $game->get_message();
}
}
if ($result == 1) {
print "White wins!n";
}
elsif ($result == 0) {
print "Draw!n"
}
else {
print "Black wins!n";
}
The Chess module provides a framework for writing chess programs with Perl. This class forms part of that framework, providing move validation for all moves recorded using the Chess::Game class. The Game contains a Chess::Board, 32 Chess::Pieces and a Chess::Game::MoveList that contains a series of Chess::Game::MoveListEntrys that record the exact state of the game as it progresses. Moves can be taken back one-at-a-time to allow for simple movelist manipulation.
Catch the Knuddelmonster project is a puzzle/action game.
The goal of the game is leading the Knuddelmonster along a small path to "Mimi". The game is based on the "ClanLib" library.
The goal of the game is leading the Knuddelmonster along a small path to "Mimi". The game is based on the "ClanLib" library.
Custom Strategy Role Playing Game project is an engine for creating strategy role-playing games.
Two players confront two parties of characters (which have RPG attributes: job, level, exp, skills, etc.) over a battlefield, and the surviving party wins.
Jobs, skills, etc. are stored in XML custom files. It has a combat style similar to Final Fantasy Tactics and Shining Force.
Whats New in This Release:
· Custom effects for skils.
· New contender attribute managing is working now.
· New skill types and skill capabilities (as enable at a certain level).
· Contenders final attributes can now depend on skills.
· Jobs have now a basic bonus and a level bonus (which depends on
· contenders level).
· Partial code rewriting for some old features.
Two players confront two parties of characters (which have RPG attributes: job, level, exp, skills, etc.) over a battlefield, and the surviving party wins.
Jobs, skills, etc. are stored in XML custom files. It has a combat style similar to Final Fantasy Tactics and Shining Force.
Whats New in This Release:
· Custom effects for skils.
· New contender attribute managing is working now.
· New skill types and skill capabilities (as enable at a certain level).
· Contenders final attributes can now depend on skills.
· Jobs have now a basic bonus and a level bonus (which depends on
· contenders level).
· Partial code rewriting for some old features.
Game Server Startup Script project is a startup script to manage dedicated game servers like Quake3.
Game Server Startup Scripts is a startup script to manage a wide variety of Linux dedicated game servers. It can start/stop/restart/fix dedicated game servers like Quake3, Half Life, Tribes 2, UT2K4, BF1942 and others.
It uses qstat through cron to validate that a game is running as expected. If a game is not running as expected, the game is automatically restarted from the script through cron.
GSSS was written becuase I wanted a way to start up a variety of games in a standard way. Then I also wanted to make sure the games stayed running even after a crash.
So I wrote this perl script. It will start games and through a cron job make sure they stay running. If you have qstat installed it can also verify the game is running like it is suppose to be and not in some strange state where no one can play.
If the game is running but unresponsive, it kills it and starts it again. You can also stop running games cleanly as well.
Games supported by "Game Server Startup Script":
· Quake2
· Quake3
· RTCW
· Half Life
· Unreal
· UT2K3
· UT2K4
· Tribes 2
· NWN
· BF1942
· ET
Whats New in This Release:
· Very minor changes, minor readme changes, clean up
Game Server Startup Scripts is a startup script to manage a wide variety of Linux dedicated game servers. It can start/stop/restart/fix dedicated game servers like Quake3, Half Life, Tribes 2, UT2K4, BF1942 and others.
It uses qstat through cron to validate that a game is running as expected. If a game is not running as expected, the game is automatically restarted from the script through cron.
GSSS was written becuase I wanted a way to start up a variety of games in a standard way. Then I also wanted to make sure the games stayed running even after a crash.
So I wrote this perl script. It will start games and through a cron job make sure they stay running. If you have qstat installed it can also verify the game is running like it is suppose to be and not in some strange state where no one can play.
If the game is running but unresponsive, it kills it and starts it again. You can also stop running games cleanly as well.
Games supported by "Game Server Startup Script":
· Quake2
· Quake3
· RTCW
· Half Life
· Unreal
· UT2K3
· UT2K4
· Tribes 2
· NWN
· BF1942
· ET
Whats New in This Release:
· Very minor changes, minor readme changes, clean up
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