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Results 1 - 15 of about 32
CinePaint 0.22.1
CinePaint is painting and retouching software primarily used for motion picture. more>>
CinePaint is painting and retouching software primarily used for motion picture frame-by-frame retouching and dust-busting. CinePaint has been used on many feature films, including THE LAST SAMURAI where it was used to add flying arrows.
CinePaint is different from other painting tools because it supports deep color depth image formats up to 32-bit per channel deep. For comparison, GIMP is limited to 8-bit, and Photoshop to 16-bit.
CinePaint is free open source software. The generosity and commitment of its developers, users and sponsors make CinePaint possible.
<<lessCinePaint is different from other painting tools because it supports deep color depth image formats up to 32-bit per channel deep. For comparison, GIMP is limited to 8-bit, and Photoshop to 16-bit.
CinePaint is free open source software. The generosity and commitment of its developers, users and sponsors make CinePaint possible.
Download (11.5MB)
Added: 2007-06-12 License: GPL (GNU General Public License) Price:
1823 downloads
KFLog 2.1.1
KFLog is an OpenSource program aimed at glider pilots. more>>
KFLog is an OpenSource program aimed at glider pilots. It gives you a powerfull tool to plan your flight tasks before you go flying and analyse your flights afterwards.
KFLog is the only flight analyser program available for Linux to be recognized by the FAI IGC.
KFLog projects the flights on a digital vectormap, that contains not only airfields and airspaces, but a complete elevation-map, roads, cities, rivers, and lots of other interesting objects.
<<lessKFLog is the only flight analyser program available for Linux to be recognized by the FAI IGC.
KFLog projects the flights on a digital vectormap, that contains not only airfields and airspaces, but a complete elevation-map, roads, cities, rivers, and lots of other interesting objects.
Download (0.91MB)
Added: 2005-06-17 License: GPL (GNU General Public License) Price:
1590 downloads
Kraptor Final 2004
Kraptor is a classic shoot em up scroller game, where you must fight against tons of bad dudes. more>>
Kraptor is a classic shoot em up scroller game, where you must fight against tons of bad dudes.
The game offers high speed action, with massive destruction and lots of fun. Kraptor features a powerful engine for 2D shooter scroller games. Massive destruction, powerful weapons, all that you always wanted in this kind of games! It is also multi-platform (DOS, Win32, Linux and more!)
Main features:
- FULL SOURCE CODE AVAILABLE FREE (Under MIT license)
- Works on many platforms, including DOS, Windows and Linux!
- Supports all resolutions, like 320x200, 640x480, 1024x768, etc.; even those bizarre ones, like 160x120, 320x400, etc.
- Uses stereo positional sound (you hear the ships flying around you)
- Has a incredible particle system, that let all sorts of particle effects in the explosions, fire on the ground, the ships going down in flames,and the weapons can let a trail of smoke, beams, etc
- Has a dynamic fire, smoke and explosions system based on layers and on-fly rendering, that let show a massive destruction effect on the air and ground.
- Has a dynamic enviroment sub-engine to render rain, snow, etc.
- The ships explodes into pieces, and the builds on the ground blows up in a chain-explosion effect.
- Enemys of any size, and custom IAs and weapons.
- All kind of animated bad dudes, from tiny ones to big bad bosses.
- All the flying objects cast shadows over the background, with perspective correction.
- Support for animations and cinematic, with sound and subtitles.
- A on-fly translation system with UNICODE and UTF-8 support, that can translate on the fly all the GUIs to other language.
- Multiple weapons for player and enemies.
- Has original music sound-track.
- You can lower/raise the detail level, in low detail, the game runs good even on a 486 DX2!
- Original story, with cool movies.
- Realistic huge hi-res backgrounds levels.
- Original high quality stereo sounds and music
- Support for Spanish and English translation on-fly
- Black market shop to buy new weapons, upgrade ship, etc.
- GUI driven interface like the one used in Unre*l.
- You can Save / Load your game
<<lessThe game offers high speed action, with massive destruction and lots of fun. Kraptor features a powerful engine for 2D shooter scroller games. Massive destruction, powerful weapons, all that you always wanted in this kind of games! It is also multi-platform (DOS, Win32, Linux and more!)
Main features:
- FULL SOURCE CODE AVAILABLE FREE (Under MIT license)
- Works on many platforms, including DOS, Windows and Linux!
- Supports all resolutions, like 320x200, 640x480, 1024x768, etc.; even those bizarre ones, like 160x120, 320x400, etc.
- Uses stereo positional sound (you hear the ships flying around you)
- Has a incredible particle system, that let all sorts of particle effects in the explosions, fire on the ground, the ships going down in flames,and the weapons can let a trail of smoke, beams, etc
- Has a dynamic fire, smoke and explosions system based on layers and on-fly rendering, that let show a massive destruction effect on the air and ground.
- Has a dynamic enviroment sub-engine to render rain, snow, etc.
- The ships explodes into pieces, and the builds on the ground blows up in a chain-explosion effect.
- Enemys of any size, and custom IAs and weapons.
- All kind of animated bad dudes, from tiny ones to big bad bosses.
- All the flying objects cast shadows over the background, with perspective correction.
- Support for animations and cinematic, with sound and subtitles.
- A on-fly translation system with UNICODE and UTF-8 support, that can translate on the fly all the GUIs to other language.
- Multiple weapons for player and enemies.
- Has original music sound-track.
- You can lower/raise the detail level, in low detail, the game runs good even on a 486 DX2!
- Original story, with cool movies.
- Realistic huge hi-res backgrounds levels.
- Original high quality stereo sounds and music
- Support for Spanish and English translation on-fly
- Black market shop to buy new weapons, upgrade ship, etc.
- GUI driven interface like the one used in Unre*l.
- You can Save / Load your game
Download (10MB)
Added: 2005-08-11 License: GPL (GNU General Public License) Price:
1537 downloads
FlightGear 0.9.10
FlightGear is a free flight simulator project. more>>
The FlightGear flight simulator project is an open-source, multi-platform, cooperative flight simulator development project. Source code for the entire project is available and licensed under the GNU General Public License.
The goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
<<lessThe goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
Download (2.0MB)
Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
Luola 1.3.2
Luola is a 2D arcade game where you fly a small V shaped ship in different kinds of levels. more>>
Luola is a 2D arcade game where you fly a small V shaped ship in different kinds of levels. Luolas genre "Luolalentely" (Cave-flying) is (or was) very popular here in Finland. Though cavern-flying games are not originally Finnish, nowdays most of them are.
Luola is largely inspired by V-Wing, my favourite cave-flying game. While V-Wings graphics might not have been flashy, they were crisp and clear, and the playability and choice of weapons was superb. This is also my aim with Luola, not too much eye-candy, but solid playability.
Main features:
- 2-4 players
- Team play
- Ability to eject the pilot and walk around the level as a human
- Supports truecolor level artwork and over a dozen terrain types ranging from watercurrents to explosives
- Supports custom level palettes thus can load levels from practically any caveflying game such as V-Wing or Wings
- Level specials such as snowfall, critters, auto-turrets and jump-gates
- Supports keyboard and gamepad input
- Sound effects and background music thru SDL_mixer library
- Transparency and antialiasing effects thru SDL_gfx library
- Can use Truetype fonts thru SDL_ttf library
- Multiplatform: supports Linux and Windows
<<lessLuola is largely inspired by V-Wing, my favourite cave-flying game. While V-Wings graphics might not have been flashy, they were crisp and clear, and the playability and choice of weapons was superb. This is also my aim with Luola, not too much eye-candy, but solid playability.
Main features:
- 2-4 players
- Team play
- Ability to eject the pilot and walk around the level as a human
- Supports truecolor level artwork and over a dozen terrain types ranging from watercurrents to explosives
- Supports custom level palettes thus can load levels from practically any caveflying game such as V-Wing or Wings
- Level specials such as snowfall, critters, auto-turrets and jump-gates
- Supports keyboard and gamepad input
- Sound effects and background music thru SDL_mixer library
- Transparency and antialiasing effects thru SDL_gfx library
- Can use Truetype fonts thru SDL_ttf library
- Multiplatform: supports Linux and Windows
Download (1.3MB)
Added: 2006-02-06 License: GPL (GNU General Public License) Price:
1355 downloads
Simulum 0.04.44
Simulum is a star movement simulation. more>>
Simulum deals with different simulations of star movements and their visualizations. At first we look at the projection and accumulation of star brightness.
In actually doing this we have to distribute stars among a three dimensional figure. To get a nice effect we combine the photographic image production with a moving view point. So we get the visual impression of flying through a star field.
Secondly we will study different algorithms of particle movements and clustering. The primary approach will use a combination of Newtons gravitational law, energy and impulse conservation.
At all these stages an highly dynamic view of the processes could be produced and will lead at least to interesting screen savers...
Whats New in This Release:
ï¿1⁄2 A huge refactoring phase took place.
ï¿1⁄2 Now the code is much better organized.
ï¿1⁄2 A simple gravity engine is included, so you can watch gravity at work.
ï¿1⁄2 It has now a nice GUI.
ï¿1⁄2 You can browse the simulation with your mouse.
ï¿1⁄2 The provided unsigned jar includes an applet that can directly be used by HTML pages; this release includes sample HTML pages.
ï¿1⁄2 You can also webstart the signed jar or start it with "java -jar lib/mulumis.jar".
<<lessIn actually doing this we have to distribute stars among a three dimensional figure. To get a nice effect we combine the photographic image production with a moving view point. So we get the visual impression of flying through a star field.
Secondly we will study different algorithms of particle movements and clustering. The primary approach will use a combination of Newtons gravitational law, energy and impulse conservation.
At all these stages an highly dynamic view of the processes could be produced and will lead at least to interesting screen savers...
Whats New in This Release:
ï¿1⁄2 A huge refactoring phase took place.
ï¿1⁄2 Now the code is much better organized.
ï¿1⁄2 A simple gravity engine is included, so you can watch gravity at work.
ï¿1⁄2 It has now a nice GUI.
ï¿1⁄2 You can browse the simulation with your mouse.
ï¿1⁄2 The provided unsigned jar includes an applet that can directly be used by HTML pages; this release includes sample HTML pages.
ï¿1⁄2 You can also webstart the signed jar or start it with "java -jar lib/mulumis.jar".
Download (0.62MB)
Added: 2006-03-10 License: LGPL (GNU Lesser General Public License) Price:
1324 downloads
HighMoon 1.2.4
HighMoon is a game similar to Artillery or Worms but it takes place in the universe. more>>
HighMoon is a game similar to "Artillery" or "Worms" -- but it takes place in the universe. There is a planet system between two flying saucers. The gravitational fields of the planets and moons change inevitably each ballistic curve.
In HighMoon is not easy to eliminate an enemy. If you miss it, the shoots can change their direction and become dangerous to the attacker.
HighMoon can be played against a computer or a human opponent in many planet systems.
HighMoon was first release with Version 1.0 in January 2005. My hardware was an AthlonXP 1700+ on a Gigabyte 7DXR+ Mainboard with 512MB DDRam, a Radeon 7500/AGP 4x Videocard and painfull onboard Sounds of a lalala 1371...
HighMoon was coded with a GNU g++ 3.4.3 running on Gentoo Linux with a vanilla-Kernel 2.6.11.5 The Sources were edited with (g)Vim 6.3 and jEdit 4.2 (nice Editor!) both available for Linux, Windows and Mac. Later Versions werde edited using Eclipse 3.0.1 width CDT 2.1. I used the SDL-Library as Graphics- und Soundinterface. This library is available for Linux, Windows and Mac as well.
The Flying Saucers and the planets were rendered using 3DStudio MAX 5 running on Windows XP. I Used Gimp 2.0 und Photoshop CS to draw the Font and the other graphics.
Installation:
HighMoon uses the SDL-Library (including SDL-Image!) for Display, Sound and Keyboard functions. For compilation of the sourcecodes you need a GNU g++.
There is a Makefile, so you can compile with a simple
make
in the sources-directory. After successfull compilation the Executable is called "ufo".
./ufo
starts the game.
If you would like to install the Game, edit the Install Paths in the Makefile. Then type:
make install
Enhancements:
- This release adds Netherlands language support.
<<lessIn HighMoon is not easy to eliminate an enemy. If you miss it, the shoots can change their direction and become dangerous to the attacker.
HighMoon can be played against a computer or a human opponent in many planet systems.
HighMoon was first release with Version 1.0 in January 2005. My hardware was an AthlonXP 1700+ on a Gigabyte 7DXR+ Mainboard with 512MB DDRam, a Radeon 7500/AGP 4x Videocard and painfull onboard Sounds of a lalala 1371...
HighMoon was coded with a GNU g++ 3.4.3 running on Gentoo Linux with a vanilla-Kernel 2.6.11.5 The Sources were edited with (g)Vim 6.3 and jEdit 4.2 (nice Editor!) both available for Linux, Windows and Mac. Later Versions werde edited using Eclipse 3.0.1 width CDT 2.1. I used the SDL-Library as Graphics- und Soundinterface. This library is available for Linux, Windows and Mac as well.
The Flying Saucers and the planets were rendered using 3DStudio MAX 5 running on Windows XP. I Used Gimp 2.0 und Photoshop CS to draw the Font and the other graphics.
Installation:
HighMoon uses the SDL-Library (including SDL-Image!) for Display, Sound and Keyboard functions. For compilation of the sourcecodes you need a GNU g++.
There is a Makefile, so you can compile with a simple
make
in the sources-directory. After successfull compilation the Executable is called "ufo".
./ufo
starts the game.
If you would like to install the Game, edit the Install Paths in the Makefile. Then type:
make install
Enhancements:
- This release adds Netherlands language support.
Download (0.40MB)
Added: 2006-03-28 License: GPL (GNU General Public License) Price:
1305 downloads
xplanets 1.0.0
xplanets shows a simulation of a spacecraft flying through the solar system. more>>
xplanets shows a simulation of a spacecraft flying through the solar system. With the controls next to the simulation screen you can control the simulation and steer the spacecrafts flight.
The following planets are visible:
- the Sun (yellow)
- mercury (gray38)
- venus (burlywood2)
- earth (blue2)
- mars (LightSalmon3)
Note that the sizes of the sun and planets are not to scale, though their distances are. Showing the planets to scale would mean that they wouldnt be visible. The solar system is rather big, after all.
The planet nearest to the spaceship is indicated with a red circle around it. Its relative speed and distance are shown in the data display.
The xplanets program uses the GTK+ toolkit. It has been built with version 2.2.1, so it should work with any version >2.0.0. It does not work with GTK+ 1.x anymore.
<<lessThe following planets are visible:
- the Sun (yellow)
- mercury (gray38)
- venus (burlywood2)
- earth (blue2)
- mars (LightSalmon3)
Note that the sizes of the sun and planets are not to scale, though their distances are. Showing the planets to scale would mean that they wouldnt be visible. The solar system is rather big, after all.
The planet nearest to the spaceship is indicated with a red circle around it. Its relative speed and distance are shown in the data display.
The xplanets program uses the GTK+ toolkit. It has been built with version 2.2.1, so it should work with any version >2.0.0. It does not work with GTK+ 1.x anymore.
Download (0.029MB)
Added: 2006-06-07 License: GPL (GNU General Public License) Price:
1235 downloads
diald-top 2.1pl7
diald-top maintains a top-like listing of all packets and their time to live for use with diald. more>>
diald-top maintains a top-like listing of all packets and their time to live for use with diald. This project needs a new lead developer as the author no longer uses diald.
The concept behind diald-top is very simple. I got sick of trying to read a monitor pipe flying by on an extra VC, so I lusted after a more user friendly interface. As I like the interface in top, I decided to start with that kind of look. Fortunately, the designers of diald made my life rather easy by making the monitor pipe with an easy structure to implement.
I used ncurses for the interface to make my life simpler. This also has the additional effect of making this possible to run on any type of terminal. I have a VC4404 hooked up and this works great on it. As ncurses uses the terminfo database, it SHOULD work fine on any terminal with correct terminfo entries.
As of Version 0.0.1.1, I have added a limited command structure to diald-top. It is now possible to send diald commands to force/unforce, block/unblock and to bring the link up/down, and also to quit diald (immediately or when the link comes down) all from within diald-top. This makes the program a lot more useful.
The program also now reports the status of the link (UP, DOWN, CONNECT, START_LINK, STOP_LINK, DISCONNECT, CLOSE, etc). This can still use some work
but it is there now...
As of v2.0, diald-top now has the capability to run remotely, communicating to a custom server (also included in the package) that farms the contents of the monitor FIFO out to the remotely running clients. The communication is done using TCP/IP on port 1313 on the server. The identity of the user that is remotely running diald-top is verified using identd, and is then looked up in a configuration file (by userid, IP address, netmask).
<<lessThe concept behind diald-top is very simple. I got sick of trying to read a monitor pipe flying by on an extra VC, so I lusted after a more user friendly interface. As I like the interface in top, I decided to start with that kind of look. Fortunately, the designers of diald made my life rather easy by making the monitor pipe with an easy structure to implement.
I used ncurses for the interface to make my life simpler. This also has the additional effect of making this possible to run on any type of terminal. I have a VC4404 hooked up and this works great on it. As ncurses uses the terminfo database, it SHOULD work fine on any terminal with correct terminfo entries.
As of Version 0.0.1.1, I have added a limited command structure to diald-top. It is now possible to send diald commands to force/unforce, block/unblock and to bring the link up/down, and also to quit diald (immediately or when the link comes down) all from within diald-top. This makes the program a lot more useful.
The program also now reports the status of the link (UP, DOWN, CONNECT, START_LINK, STOP_LINK, DISCONNECT, CLOSE, etc). This can still use some work
but it is there now...
As of v2.0, diald-top now has the capability to run remotely, communicating to a custom server (also included in the package) that farms the contents of the monitor FIFO out to the remotely running clients. The communication is done using TCP/IP on port 1313 on the server. The identity of the user that is remotely running diald-top is verified using identd, and is then looked up in a configuration file (by userid, IP address, netmask).
Download (0.004MB)
Added: 2006-07-01 License: GPL (GNU General Public License) Price:
1215 downloads
XPilot 4.5.4
XPilot is a multi-player 2D client/server space game. more>>
XPilot project is a multi-player 2D client/server space game.
XPilot is a multi-player 2D space game. Some features are borrowed from classics like the Atari coin-ups Asteroids and Gravitar, and the home-computer games Thrust (Commodore 64) and Gravity Force (Commodore Amiga), but XPilot has many new aspects too.
Main features:
- True client/server based game; optimal speed for every player.
- Meta server with up to date information about servers hosting games around the world.
- A web of world-wide rating servers; compare your skills with pilots from all around the world, and climb the ladder of the world-wide rating list.
- Real physics; particles of explosions and sparks from your engines all affect you if youre hit by them. This makes it possible to kill someone by blowing them into a wall with engine thrust or shock waves from explosions.
- Specialized editors for editing ship-shapes and maps.
- Game objective and gameplay adjustable through a number of options, specified on the commandline, in special option files, or in the map files. Examples of modes of the game:
- classical dogfight; equipped with only your gun, you have to rely on your maneuvering and tactical skills
- team; fight together, steal other teamss treasures (involves flying around with a ball in a string, much like in Thrust) and blow up their targets (which are, no doubt, heavily guarded)
- all out nuclear war; chose carefully between more than twenty weapon and defense systems to stay alive and annihilate your enemies
- race; make it through the deadly course before your opponents
- Adjustable gravity; adjustable by putting special attractors or deflectors in the world, or by adjusting the global gravity in various ways.
- Cannons and personalized and vengeful robot fighters give you a hard time.
- Watch your energy, and remember to dock with a fuel station to refuel before its too late.
- Defend your home base, or terrorize and steal someone elses.
- Equip your ship with the 15+ defense and weapon systems: afterburners, cloaking devices, sensors, transporters, extra cannons, mines and bombs, rockets (smarts, torpedos and nuclear), ECM, laser, extra tanks, autopilot etc.
To start playing, you need to connect to a server by using a client program called xpilot. There are always servers running if you check with the meta server, but if you for some reason do not want to join them, youll have to start a server of your own (see man-page xpilots(6)).
Enhancements:
- Team cannons could kill teammates with laser pulses. Fixed.
- On the map Death Star one can destroy a large number of targets with one FNC. This results in packet buffer overflows and slow updates. To overcome this a smarter map update algorithm is implemented in the server and also map updates are now limited to max 2 KB per network packet.
- The default score font was reduced from 15 to 13.
- When the server sends map updates to the client these are now always acknowledged immediately by the client. This should help prevent stalls or lock-ups on maps where are a large number of targets or cannons can be destroyed. It should also reduce the number of very big server frame update packets.
- Robots no longer try to go after players who arent in playing mode.
<<lessXPilot is a multi-player 2D space game. Some features are borrowed from classics like the Atari coin-ups Asteroids and Gravitar, and the home-computer games Thrust (Commodore 64) and Gravity Force (Commodore Amiga), but XPilot has many new aspects too.
Main features:
- True client/server based game; optimal speed for every player.
- Meta server with up to date information about servers hosting games around the world.
- A web of world-wide rating servers; compare your skills with pilots from all around the world, and climb the ladder of the world-wide rating list.
- Real physics; particles of explosions and sparks from your engines all affect you if youre hit by them. This makes it possible to kill someone by blowing them into a wall with engine thrust or shock waves from explosions.
- Specialized editors for editing ship-shapes and maps.
- Game objective and gameplay adjustable through a number of options, specified on the commandline, in special option files, or in the map files. Examples of modes of the game:
- classical dogfight; equipped with only your gun, you have to rely on your maneuvering and tactical skills
- team; fight together, steal other teamss treasures (involves flying around with a ball in a string, much like in Thrust) and blow up their targets (which are, no doubt, heavily guarded)
- all out nuclear war; chose carefully between more than twenty weapon and defense systems to stay alive and annihilate your enemies
- race; make it through the deadly course before your opponents
- Adjustable gravity; adjustable by putting special attractors or deflectors in the world, or by adjusting the global gravity in various ways.
- Cannons and personalized and vengeful robot fighters give you a hard time.
- Watch your energy, and remember to dock with a fuel station to refuel before its too late.
- Defend your home base, or terrorize and steal someone elses.
- Equip your ship with the 15+ defense and weapon systems: afterburners, cloaking devices, sensors, transporters, extra cannons, mines and bombs, rockets (smarts, torpedos and nuclear), ECM, laser, extra tanks, autopilot etc.
To start playing, you need to connect to a server by using a client program called xpilot. There are always servers running if you check with the meta server, but if you for some reason do not want to join them, youll have to start a server of your own (see man-page xpilots(6)).
Enhancements:
- Team cannons could kill teammates with laser pulses. Fixed.
- On the map Death Star one can destroy a large number of targets with one FNC. This results in packet buffer overflows and slow updates. To overcome this a smarter map update algorithm is implemented in the server and also map updates are now limited to max 2 KB per network packet.
- The default score font was reduced from 15 to 13.
- When the server sends map updates to the client these are now always acknowledged immediately by the client. This should help prevent stalls or lock-ups on maps where are a large number of targets or cannons can be destroyed. It should also reduce the number of very big server frame update packets.
- Robots no longer try to go after players who arent in playing mode.
Download (MB)
Added: 2007-01-02 License: GPL (GNU General Public License) Price:
1191 downloads
Debian vs Pimientos 1.1.0
Debian vs Pimientos is a fun arcade in which you have to kill peppers using the logo of Debian. more>>
Debian vs Pimientos is an arcade game developed using the SDL libraries SDL, SDL_image, SDL_mixer, and SDL_ttf. This permits the portability of the game to some systems and machines.
Debian vs Pimientos is the first game of NEOPONTEC Games, and the first to use the NNG Engine (New Neopontec Gaming Engine) developed by Hector Blanco (me) that uses the mentioned SDL Libraries.
The game concept is very easy to understand and to play. There are a lot of peppers (pimientos is the spanish word for peppers) that are flying by the sky, and you, armed with the Debian logo must fight them. The Debian logo shoots GNU heads to kill these devil pimientos
Main features:
- 800x600 resolution at 32 bits.
- High quality images.
- Addictive and funny playing experience
- Cross-platform open source game: (binaries for Win32 & Linux, and sources for other systems).
- Different classes of peppers (pimientos).
<<lessDebian vs Pimientos is the first game of NEOPONTEC Games, and the first to use the NNG Engine (New Neopontec Gaming Engine) developed by Hector Blanco (me) that uses the mentioned SDL Libraries.
The game concept is very easy to understand and to play. There are a lot of peppers (pimientos is the spanish word for peppers) that are flying by the sky, and you, armed with the Debian logo must fight them. The Debian logo shoots GNU heads to kill these devil pimientos
Main features:
- 800x600 resolution at 32 bits.
- High quality images.
- Addictive and funny playing experience
- Cross-platform open source game: (binaries for Win32 & Linux, and sources for other systems).
- Different classes of peppers (pimientos).
Download (0.66MB)
Added: 2006-10-08 License: GPL (GNU General Public License) Price:
1114 downloads
Typespeed 0.6.2
Typespeed is a tool and game for testing your typing speed. more>>
Typespeed project is a tool and game for testing your typing speed.
Typespeeds idea is ripped from ztspeed (a DOS game made by Zorlim). The Idea behind the game is rather easy: type words that are flying by from left to right as fast as you can. If you miss 10 or more words, game is over.
There exist 3 different game modes in typespeed:
- Single player: In this mode you can play for yourself and try to get a place in your top 10 list. As you enter correct words, the speed will increase, so watch out. You can even pause the game if you are skilled enough to play so long that you need a little break.
- Training: If single player is too fast for you or you want to concentrate on correct typing, training is the perfect choice for you! In this mode you can set a constant speed. Obviously no highscore game.
- Multiplayer: If you are brave enough to use our current network code (or sit in LAN with your friends), you can experience the most fun of typespeed: challenge an opponent. During the game, written words by you or your opponent will be thrown into the opposite game, so words can be strategicaly used to make life of your opponent even harder.
Typespeed is written in C and uses curses to display the menu and game. The network code is written using core library functions. As of now, the network code is rather unstable/buggy when it comes to high loads, so dont rely on internet games; LAN works fine (and of course localhost).
Generally any POSIX-compatible system with a curses library should work, although development concentrates on GNU/Linux and ncurses. Feel free to contribute patches for your system, too! Beside of that the following systems have been tested and/or have maintained ports:
- Cygwin
- Debian GNU/Linux
- FreeBSD
- OpenBSD
<<lessTypespeeds idea is ripped from ztspeed (a DOS game made by Zorlim). The Idea behind the game is rather easy: type words that are flying by from left to right as fast as you can. If you miss 10 or more words, game is over.
There exist 3 different game modes in typespeed:
- Single player: In this mode you can play for yourself and try to get a place in your top 10 list. As you enter correct words, the speed will increase, so watch out. You can even pause the game if you are skilled enough to play so long that you need a little break.
- Training: If single player is too fast for you or you want to concentrate on correct typing, training is the perfect choice for you! In this mode you can set a constant speed. Obviously no highscore game.
- Multiplayer: If you are brave enough to use our current network code (or sit in LAN with your friends), you can experience the most fun of typespeed: challenge an opponent. During the game, written words by you or your opponent will be thrown into the opposite game, so words can be strategicaly used to make life of your opponent even harder.
Typespeed is written in C and uses curses to display the menu and game. The network code is written using core library functions. As of now, the network code is rather unstable/buggy when it comes to high loads, so dont rely on internet games; LAN works fine (and of course localhost).
Generally any POSIX-compatible system with a curses library should work, although development concentrates on GNU/Linux and ncurses. Feel free to contribute patches for your system, too! Beside of that the following systems have been tested and/or have maintained ports:
- Cygwin
- Debian GNU/Linux
- FreeBSD
- OpenBSD
Download (0.067MB)
Added: 2007-06-01 License: GPL (GNU General Public License) Price:
1087 downloads
Tanky 4.2
Tanky project is a tank shooting game for 2-3 players. more>>
Tanky project is a tank shooting game for 2-3 players.
Tanky is a tank shooting game with old-school graphics (lines and flying pixels in 16 colors). It can be played by 2-3 players on one keyboard.
The main goal is to shoot your opponents down. You have one tank, five shots, and a shield which can take five points of damage.
Every time, there are different bonuses flashing around.
Collect them and gain faster weapons, more shots, recharge your shield, etc. The best-scored player wins.
Enhancements:
- Better starting screen, with nice key layout.
- Game is no more limited to 11 levels.
- New engine improvements allow blinking walls - moving wall effect is avaiable. Tiles can blink at different speeds. Until now, only small mines were blinking.
- Changed scoring system. Points earned not only for victory, but also for successful hits. And now, you earn different amount of points for Flawless and UF victories. Also after-level-statistics screen is improved
- Levels now have names. Name of the level is shown at the beginning with exciting pixel effect.
- Shots are now 2x2 pixels large. This greatly improves their visibility.
- Multilanguage support added. For now, EN and SK languages are avaiable. English is default. Just run TANKY.EXE SK for Slovak language.
- Walls can be destroyed
- And the most exciting improvement : You can collect bonuses. They appear randomly at random locations, as flashing multicolor boxes. They can be destroyed by a single shot. Only one bonus on screen at once. Player can use only one bonus at once - collecting new bonus will deactivate the old one. Avaiable bonuses are : Gauss - ultra fast shots ; Wide - 3-way fire, with 15 shots! ; 15x - gives you 15 shots! ; Back fire - rear fire ; Death - transforms you to an invincible mobile mine ; Shield - shield regeneretion ; Quick reload - regenerates ammo immediately after the shot disapears ; 2-way - bidirectional front+rear fire with 10 shots.
<<lessTanky is a tank shooting game with old-school graphics (lines and flying pixels in 16 colors). It can be played by 2-3 players on one keyboard.
The main goal is to shoot your opponents down. You have one tank, five shots, and a shield which can take five points of damage.
Every time, there are different bonuses flashing around.
Collect them and gain faster weapons, more shots, recharge your shield, etc. The best-scored player wins.
Enhancements:
- Better starting screen, with nice key layout.
- Game is no more limited to 11 levels.
- New engine improvements allow blinking walls - moving wall effect is avaiable. Tiles can blink at different speeds. Until now, only small mines were blinking.
- Changed scoring system. Points earned not only for victory, but also for successful hits. And now, you earn different amount of points for Flawless and UF victories. Also after-level-statistics screen is improved
- Levels now have names. Name of the level is shown at the beginning with exciting pixel effect.
- Shots are now 2x2 pixels large. This greatly improves their visibility.
- Multilanguage support added. For now, EN and SK languages are avaiable. English is default. Just run TANKY.EXE SK for Slovak language.
- Walls can be destroyed
- And the most exciting improvement : You can collect bonuses. They appear randomly at random locations, as flashing multicolor boxes. They can be destroyed by a single shot. Only one bonus on screen at once. Player can use only one bonus at once - collecting new bonus will deactivate the old one. Avaiable bonuses are : Gauss - ultra fast shots ; Wide - 3-way fire, with 15 shots! ; 15x - gives you 15 shots! ; Back fire - rear fire ; Death - transforms you to an invincible mobile mine ; Shield - shield regeneretion ; Quick reload - regenerates ammo immediately after the shot disapears ; 2-way - bidirectional front+rear fire with 10 shots.
Download (0.31MB)
Added: 2006-11-15 License: GPL (GNU General Public License) Price:
1081 downloads
Escape of the Unicorn 0.1.15
Escape of the Unicorn project is a side-scrolling, 2D flying shooter game. more>>
Escape of the Unicorn project is a side-scrolling, 2D flying shooter game.
Welcome to the land of miraculous creatures.
Take a risk and play the game called
Escape of the Unicorn.
You play a unicorn,
a noble and most beautiful animal,
the most beautiful to have ever existed.
Your goal is to escape
from a cave full of monsters and traps.
You can move with the arrow keys and fire missiles.
Every missile can harm a monster if it is aimed well.
Beware of the monsters and lasers.
They decrease your energy when you touch them.
The same happens when you hit walls.
Some creatures may also shoot fireballs.
Be careful at all times.
When you are out of energy,
you die and lose the game.
Enhancements:
- Levels now have more complex shape
- 3 crafted levels
- Per-object speed control, and new types of interactions
- New game objects such as Puff Fish, Wall Spikes, Bloops
- Walls no longer damage player, immunity time much shorter
<<lessWelcome to the land of miraculous creatures.
Take a risk and play the game called
Escape of the Unicorn.
You play a unicorn,
a noble and most beautiful animal,
the most beautiful to have ever existed.
Your goal is to escape
from a cave full of monsters and traps.
You can move with the arrow keys and fire missiles.
Every missile can harm a monster if it is aimed well.
Beware of the monsters and lasers.
They decrease your energy when you touch them.
The same happens when you hit walls.
Some creatures may also shoot fireballs.
Be careful at all times.
When you are out of energy,
you die and lose the game.
Enhancements:
- Levels now have more complex shape
- 3 crafted levels
- Per-object speed control, and new types of interactions
- New game objects such as Puff Fish, Wall Spikes, Bloops
- Walls no longer damage player, immunity time much shorter
Download (MB)
Added: 2006-11-16 License: LGPL (GNU Lesser General Public License) Price:
1076 downloads
XSC 1.5
XSC project is a Star Castle clone for C++ and X11. more>>
XSC project is a Star Castle clone for C++ and X11.
Most of the details are from memory and a few old video game books I have kicking around from the golden days.
This is just a fun hack that Ive been working on off and on for quite a long time. I dont have any grand plans for it, except to hack on it when I feel like it.
Its always good to have something like this available when you feel like flying around and blasting the crap out of some alien bad guy for a few minutes.
The program should build on any reasonable UNIX box with a decent C++ compiler and X libraries installed.
Some portability adjustments may be necessary depending on what variety of bogosities exist in your C++ development environment.
As of version 1.3, the code is known to compile with recent versions of g++ and Suns WorkShop C++ 5.0.
If you need to modify it to build on another platform, send me the changes and Ill try to work them into my repository.
Enhancements:
- fixes for gcc-3.2
- better physics for the ship when using non-default framerates
- handle X events more efficiently
- work around problem of autoconf random tests failing on linux
<<lessMost of the details are from memory and a few old video game books I have kicking around from the golden days.
This is just a fun hack that Ive been working on off and on for quite a long time. I dont have any grand plans for it, except to hack on it when I feel like it.
Its always good to have something like this available when you feel like flying around and blasting the crap out of some alien bad guy for a few minutes.
The program should build on any reasonable UNIX box with a decent C++ compiler and X libraries installed.
Some portability adjustments may be necessary depending on what variety of bogosities exist in your C++ development environment.
As of version 1.3, the code is known to compile with recent versions of g++ and Suns WorkShop C++ 5.0.
If you need to modify it to build on another platform, send me the changes and Ill try to work them into my repository.
Enhancements:
- fixes for gcc-3.2
- better physics for the ship when using non-default framerates
- handle X events more efficiently
- work around problem of autoconf random tests failing on linux
Download (0.084MB)
Added: 2006-11-24 License: GPL (GNU General Public License) Price:
1065 downloads
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