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Scorched3D 41 Beta

Scorched3D 41 Beta


Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth. more>>
Scorched 3D project is a game based loosely (or actually quite heavily now) on the classic DOS game Scorched Earth "The Mother Of All Games". Scorched 3D adds amongst other new features a 3D island environment and LAN and internet play. Scorched 3D is totally free and is available for both Microsoft Windows and Unix (Linux, FreeBSD, Mac OS X, Solaris etc.) operating systems.
You can pick up the game and begin playing very quickly. Then, when/if you are interested, you can poke in the dimmer recesses of the game and get into the strategy (or just ignore it altogether!).
At its lowest level, Scorched 3D is just an artillery game with two+ tanks taking turns to destroy opponents in an arena. Choose the angle, direction and power of each shot, launch your weapon, and try to blow up other tanks. Thats basically it.
But Scorched 3D can be a lot more complex than that, if you want it to be. You can earn money from successful battles and use it to invest in additional weapons and accessories. You can play with up to twenty four other players at a time, mixing computer players with humans.
Theres a variety of changing environmental conditions and terrains to be dealt with. After the end of each round (which ends when everybody dies or theres only one person left), you get to buy stuff using the prize money you won from previous matches.
Enhancements:
- Added: UDP message handler for games COMs
- Added: ClearTracerLines console command
- Added: Moved ODE and zlib to external libraries and updated vesions
- Added: Changed objects and trees to be targets
- Added: Removed GIF files in preference to PNG files
- Added: wxWindows server GUI has been depricated (now console only)
- Added: Windows build of scorched has been updated to use visual studio express
- Added: Split server, client and laucher into seperate applications (server now has no reliance on GUI libs)
- Added: Refactored source to give a better client/server devide
- Added: More smoke kicked up when tank drives over and removes a target
- Added: Transparency available to missiles (and all other models)
- Added: Users connecting to web admin console from the local machine dont need an admin account
- Added: Console server now sends server logging to stdout
- Added: GLWTime widget to allow a clock to be drawn on screen
- Added: Dragging the mouse will drag the landscape (clicking still moves to look at point)
- Added: Split and inter-dependancy removal of configure.ac files
- Added: Camera recentered on tank at the start of each new round
- Added: For single player games camera position remembered for each player
- Added: Server only compilation for Windows and Unix systems
- Added: Text chat shown during level loading
- Added: All models are cached including animated models
- Added: All models are now animated (missiles, tanks, targets, boids etc...)
- Added: Bird animations are now not syncronized
- Added: Concept of an offical server, displayed on the net browsing dialog
- Added: Custom port and socket support for stats database connection
- Added: Asyncronous message support to UDP message handler
- Added: Server is only simulated periodically when playing offline
- Added: Mysql reconnection when connection lost
- Added: File logger splits files into ~256K chunks (and not by number of lines)
- Added: Removed use of ODE in preference to a simplier particle physics engine
- Added: Added target collision space that can be used for fast target bounds checking
- Added: Server now simulates the shots in real-time allowing for the addition of real-time gameplay
- Added: Server only sends initial shots and seeds to clients for each turn saving on bandwidth
- Added: ScorePerMoney value is now per 1000 rather than per 100
- Added: Web management authentication failure reponse is delayed before sending back to client
- Added: Web management sessions view to show logged in web admins
- Added: Web management exit when empty option (to exit server when no one is playing)
- Added: Web management log file search feature for finding strings in log files
- Added: Web management landscape, main, players, mods settings dialogs
- Added: Web management mod upload and import feature to allow remote uploading of mods
- Added: Web management looking up of unique ids for users
- Added: Web management combining user stats
- Added: DebugFeatures option for server.xml to disable InfoGrid
- Added: New wall types: WallActive and WallInactive
- Added: botonly option for accessories (ie: only for bots, not for AI objects)
- Added: Server file logging can be turned on from server settings
- Added: Concept of movement routines for targets so targets can now move
- Added: Boids and ships are now targets (can have a physical presence)
- Added: Boids and ships have the same positions on all clients and the server
- Added: Cleaned unused tags from landscape placement and ambientsound files
- Added: All aspects of the landscape (placement, sound, movement...) can be defined in the same file
- Added: Concept of a general include file to replace specific sound, movement, placement files.
- Added: nocollision, nodamageburn, nofalling, displaydamage and displayshadow attributes to targets.
- Added: New Plan map and buoys drawn on map
- Added: Server log page on web admin can auto-refresh
- Added: minsize and maxsize attributes to tree placement type to control scale
- Added: WeaponGroupSelect to allow weapons to select target from groups (e.g. boids weapons)
- Added: thrusttime and thrustamount attributes to WeaponProjectile to simulate missile thrust
- Added: maintainvelocity attribute to WeaponRoller to allow rollers to main the previous weapons momentum
- Added: Objects that become very small are now culled (not drawn)
- Added: maxobjects attribute to tree placement to set an upper limit on the number of trees created (default 2000)
- Added: Trees are now specified as a different model type (Tree) instead of a seperate placement type
- Added: Spline movement type for moving targets round a pre-defined set of control points
- Added: usefuel attribute on WeaponMoveTank can now be true, false or an integer for a constant use of fuel.
- Added: Changed the default web interface colors to match the forum scheme (finally)
- Added: Laserproof shield attribute can be set to true, false or total. Total blocks all laser damage.
- Added: Plan view darkens to increase the visibility of when lines are drawn by other players
- Added: flattendestroy attribute to targets to specify if they should be removed then a tank stops near them
- Added: Scorched splash screen shown each time a new version is installed
- Added: Capability for music (music can be configured for different actions both globaly and on a per level basis)
- Added: tabgroups to accessories, a tabgroup is the grouping used to group accessories in the buy dialog
- Added: Seperate volume control for music
- Added: Per-level options to allow levels to specify specific options e.g. Teams, No Walls etc..
- Added: Customer user avatars can be placed into the .scorched3d/avatars directory
- Added: nofallingdamage attribute to targets so they dont get hurt when falling
- Added: drag attribute to WeaponProjectile to allow a more realistic projectile motion
- Added: Error messages with lines that are more than 75 characters are wrapped onto the next line
- Added: Players can gift money to other players in their team
- Added: Some floats can now be a random range or a distribution of values
- Added: Web management chat is now in real-time
- Added: Reason for user discconecting from a net game is now visible to all clients
- Added: Shift-z hides and shows all gui components
- Added: Chat channels for server side filtering of chat
- Added: Chat spam auto muting
- Added: Chat supports links to players, channels and weapons. Displayed as tooltips.
- Added: New launcher and splash screen graphics
- Added: Scorched server automatically calculates ranks and orphaned avatars
- Added: WaterCollision attribute to WeaponProjectile
- Added: WeaponLabel and WeaponGotoLabel to allow looping with in weapons
- Added: Any image file type can be used for textures, levels, etc... (not avatars)
- Added: texture attribute to WeaponLightning to allow different textures to be used
- Added: jpg file support
- Added: Full screen anti-aliasing support
- Added: New TankAIs, ais are more accurate, can defeat shields and use fuel, napalm, rollers
- Added: boolean option to select whether graphics are paused when window focus lost
- Added: WeaponMessage primitive to be able to display messages (combat channel only - should add ability to select channel)
- Added: Level of detail for water (geo mipmaps) and changed water bounds so all of it moves
- Added: New water movement algorithm using discrete fourier transform (based on an algorithm by Thorsten Jordan)
- Added: GL shader support for more realistic renderering of the water
- Added: Landscape reflections in water
- Added: Shadows on water (hides sun too)
- Added: Option to disable pausing of graphics when window loses focus
- Added: FramesPerSecondLimit option to settings dialog
- Added: Admin audit log showing all admin operations on players
- Added: Admin username and optional reason are added to the list of banned players
- Added: Realtime-shadows
- Added: Depth-cueing on landscape
- Added: Assists are awarded when a tank resigns
- Added: Player tank remains when a player disconnects during shots being played
- Added: dampenvelocity tag to control amount of inertia given to rollers with maintainvelocity true
- Added: Different and more explosion textures
- Added: Explosion mode is always animate (noanimate tag added to WeaponExplosion)
- Added: Teleport animation
- Added: Server looped messages are sent on the announce channel so they can be turned off
- Added: Servers with stats support with always give the same players the same player id
- Added: Players that are muted and then leave and rejoin are still muted when stats support is enabled
- Added: WeaponPosition primitive to set explicit position of an accessory
- Fixed: High detail tanks being used for other players when detail level set low
- Fixed: Removed keep-alive header in http requests
- Fixed: Server will only show log files via the management interface that it created
- Fixed: SDL_Quit being called twice on the client
- Fixed: Sound failing to initialize will not prevent the client from being run
- Fixed: Optimized settings sent to the client to send only different settings
- Fixed: Optimized path finding code for tank movement
- Fixed: Wall hit indicators are now particles and so wont mask other effects
- Fixed: Server only serializes and compresses coms message once when sending to multiple clients
- Fixed: If client starts falling behind at 8x speed it will drop to 4x speed
- Fixed: Teleports with groundonly set to false should function correctly in caverns
- Fixed: Cleaned up tank state machine
- Fixed: MOTD and Rules dialogs reflect changes made while connected to server
- Fixed: Darkened night water (thanks Deathstryker)
- Fixed: Flag reseting on buying screen when buying items
- Fixed: Tanks on the plan view are surrounded by a black border (also smoothed)
- Fixed: Server web managament can view settings that do not fall into the usual brackets
- Fixed: Bug where a space in the installation file name could cause starting issues
- Fixed: Spectators cannot win (or draw) a game
- Fixed: Pressing enter can send many lines of text
- Fixed: Clients hanging when a mod download was in place
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Download (55MB)
Added: 2007-07-28 License: GPL (GNU General Public License) Price:
59623 downloads
wxSand 4

wxSand 4


wxSand is a Falling Sand Game. more>>
wxSand is a Falling Sand Game is a particle toy - you can play with different elements, explore how they interact, and, in some reimplementations, make your own elements.

It is great fun to make interactive structures, ecosystems, and toys in a Falling Sand Game.

First of all, mad props go out to the original creator of this game. Great idea. I only wish I could read Japanese... Heres a link to the original, or at least as close to the original as I can find (Again, without knowing how to read Japanese.)
http://ishi.blog2.fc2.com/blog-entry-158.html

Having wasted hours of productivity on the Java verison of the Falling Sand Game, I began to think of improvements that could be made from the original. No source was available for the original, and Java isnt my choice programming language, that I decided to start de novo with C/C++ and the cross-platform wxWidgets.

(I leave it to you Java fans out there to make your own improved Falling Sand Game.)

I tend to feel that The Falling Sand Game should be more of a Zen experience than anything else. I also belive that the game should be as cyclic as possible, so that environments can run and evolve for long periods of time. Finally, I realized the close connection of The Sand Game with the game of Life: Whereby, with a few very simple rules, and some starting conditions, you can create a very unpredictable outcome.
Of course, the original is pretty sweet. So Ive make a version with my own rules, and one with the original rules, and then one with the original rules plus some neat extra items. I have implemented many, many more interactions and elements than the original version. Discover them as you play.

Version 2 has no fire (Versions 3 & 4 do, though.) I dont like how easy it is to destroy everything. It also doesnt have any free-moving characters. I feel they distract attention from the evolution of the field.

Originally, I didnt want to make this Open Source. I think it takes away from the mysticism of the game. Those of you that are so inclined should be able to see the simple algorithm. Note the close connection with the game of Life. Also note the impossible situations, like unequalized water levels. These arent shortcomings of the game, but instead interesting artifacts of the rules of this alternate reality!
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Download (4.4MB)
Added: 2006-11-17 License: Freeware Price:
3374 downloads
Tremulous 1.1.0

Tremulous 1.1.0


Tremulous for Quake 3 Arena is an open source modification that blends a team based FPS with elements of an RTS. more>>
Tremulous for Quake 3 Arena is an open source modification that blends a team based FPS with elements of an RTS. Players can choose from 2 unique races, aliens and humans. Players on both teams are able to build working structures in-game like an RTS.
These structures provide many functions, the most important being spawning. The designated builders must ensure there are spawn structures or other players will not be able to rejoin the game after death. Other structures provide automated base defense (to some degree), healing functions and much more...
Player advancement is different depending on which team you are on. As a human, players are rewarded with credits for each alien kill. These credits may be used to purchase new weapons and upgrades from the "Armoury". The alien team advances quite differently. Upon killing a human foe, the alien is able to evolve into a new class. The more kills gained the more powerful the classes available.
The overall objective behind Tremulous is to eliminate the opposing team. This is achieved by not only killing the opposing players but also removing their ability to respawn by destroying their spawn structures.
Main features:
- New flexible particle system for Q3 - can create smoke, water, fire easily in Q3 maps.
- 16 buildable structures with in-game functions.
- Play as several alien classes with unique abilities.
- Customize your setup as a human and buy new weapons, armour and items.
- Scale the walls and ceilings as an alien waiting for an unsuspecting human.
- Realistic physics and motion - no bunny hopping or quick back peddling.
- Flexible map system - animated mapobjects, triggering, light flares, etc.
- Large weapons system - dont like the weapon you have? Sell it and buy a different one, dozens of options.
Enhancements:
- New stand alone version -- Q3 no longer required
- New trail rendering system
- New tutorial system
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Download (101MB)
Added: 2006-04-01 License: Open Software License Price:
3156 downloads
libbubblemon 1.0

libbubblemon 1.0


libbubblemon is a library for making bubbling meters like the original bubbling load monitor. more>>
This is a library for making bubbling meters like the original bubbling load monitor.

The library accepts numbers as input for the different visualizations (water-level, color, amount of bubbles, amount of growth from the bottom, whether something is floating in the water).

It can then render a picture of it that you are responsible for passing to the screen (or whatever you want to do with it). As long as you render an image at least 10 times per second, the animation will be smooth.

Libbubblemon is intended to be entirely widget set independent, so you should be able to use it with your favourite desktop environment. If you find something that binds it to any certain platform, report it on the mailing list and it will be fixed.
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Added: 2005-04-13 License: GPL (GNU General Public License) Price:
1654 downloads
xdesktopwaves 1.3

xdesktopwaves 1.3


xdesktopwaves is a simulation of water waves on the X11 desktop. more>>
xdesktopwaves is a cellular automata which sets the background of an X11 desktop as if it were under water.

Window and mouse movements cause ripples on the desktop like ships on the sea. You can also simulate rain or a storm stirring up the water.

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Added: 2005-04-27 License: GPL (GNU General Public License) Price:
1640 downloads
RogueScanner 2.2.0.0

RogueScanner 2.2.0.0


RogueScanner is an open-source vulnerability management tool. more>>
RogueScanner project is an open-source vulnerability management tool that is used to gain greater network visibility to enable you to quickly identify and remove rogue wireless devices that may provide a back door to access your critical data and infrastructure.

Considering that rogue access points and peers represent a major threat to data integrity, RogueScanner is a valuable tool that you can start using today at no cost.
More than 300 companies manufacture access points, and there are more than 10,000 different models of network infrastructure.

Companies thus face a major challenge in maintaining a system to track and identify all potential rogue wireless devices and in continually scanning the network to identify them. To address this challenge, Network Chemistry has made an open-source product available to help organizations begin to immediately scan their networks.

RogueScanner is available for use at no charge by organizations looking for a tool focused on device identification and rogue detection. RogueScanner leverages the Collaborative Device Classification system to automatically lookup and identify the device type and its identity in real time.

Whats New in This Release:

+ Reserved VLANs (1000 < VLAN < 1025) on Cisco devices are not queried.
+ Capture packets to trace.pcap and perform a hexdump of them in the log file
if DEBUG_PACKET is set (debug=0x01 or better).
+ Promiscuous mode testing is disabled unless ENABLE_SCAN_PROMISC is defined.
+ The switch/network scanning interval was bumped up to 24 hours.
+ Attribute data in the EvidenceMap wasnt being printed out correctly (always showed
up as "true") when issuing "device detail" commands in the CLI.
+ Ignore MACs in the bridge table that arent "learned" when querying switches.
+ *TAnalysisManager::LookupOrCreateDevice() will now refuse to create devices outside
"home_net" ranges, thus the IPs wont be scanned even if they are passively observed
on the local network.
+ Ignore our MAC address if a switch reports it to us.
+ Log timestamps are now in GMT.
+ Prevent duplicates in the "udp_ports" evidence by using AddEvidence() instead of
inserting into the EvidenceMap directly.
+ Manually invoke Rubys garbage collector after scanning a switch/router.
+ Added "packet queue size" CLI command to show how many packets are in the
AnalysisManagers packet queue.
+ If a device fails to be classified the classification will be retried automatically
in one minute.
+ All communication with the classification server is performed in a separate thread.
+ Keep ARP scanning from starving other threads for CPU time by introducing a delay
in addition to any that is added by bandwidth throttling.
+ Replaced internal ARP and routing table on WIN32 systems with functions from the
IPHelper API.
+ Added "device list size" command to show how many devices have been found.
+ Add read community strings from configured infrastructure devices to the list
of strings used when probing unknown devices.
+ Discard deferred scans if another scan of the same type is already deferred for
a device.
+ Added reporting of DHCP data.
+ If no scans are pending against a device, but a new port is found open then
submit the devices evidence.
+ Devices are re-scanned whenever a re-occuring ARP/Ping scan is launched.
+ Added "deferred list" CLI command to show scans that have been deferred.
+ Added "sniffer status" CLI command to report the number of packets that
have been received and dropped.
+ If we discover the IP of a device that we only knew about the MAC address for,
then issue scans against it.
+ If we see the MAC address associated with an IP change, then re-scan it since
its likely to be a different device.

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Added: 2007-03-19 License: GPL (GNU General Public License) Price:
1619 downloads
Deep-Water Linux 0.4.0 Beta01

Deep-Water Linux 0.4.0 Beta01


Deep-Water Linux is a half minimalist software distribution using the linux kernel. more>>
Deep-Water Linux is a half minimalist software distribution using the linux kernel released under the terms of the gnu gpl license v2.

Originaly i designed it for myself to make my work a bit easyer - it was a few years ago when there were not so many live distributions that fit my needs - i needed something more than "minimal" but not something that would need more than 2-3 minutes to load requireing hardware, that i couldnt afford.

So i designed a small system for myself that i could use whenever i broke my "harddisk" distro so much, that it was impossible to repair the system from inside of it. I started using the system as a sort of a rescue system and i installed it on my computer as a sort of a neighbour to other systems that i have used.

Then i thought other people might find it interesting, if not as a whole, than atleast a part of it, or maybe they might like to use it for some "rescue job". I was messing arround with xlib and tcl/tk, so i added some programs to ease a users life - like a panel, icons, file-manager. You see, i thought it is stupid to just copy someones work and then re-distribute it in my name - i hate the kind of distros where the "developers" just change the background of some well known distro and then give it a new name.

In my distro you wont find so many tools, it evean might not work good, it evean can make you angry "make you laugh, or cry", but atleast i can say, that many things in this system is my work - i programmed deep-panel/ deep-view/ deep-icons/ made a new hackedbox"a hack of blackbox"/designed the startup and many other things.

There are 2 version-types of the distro - the first copying the whole system in the memmory and the second copying only a part of itself - the first is for people with older hardware with little memmory and the second for boxes with memmory atleast 128MB. I know that there are many systems out there that are better and im not saying that its good to use this distro on an everyday basis, but if you find some inspiration in it, or if you use it as a rescue system, or want to use deep-view to browse/edit some files or to display image galleries and your "real" system is broke, if you find any use of it than im happy enough.
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Download (40MB)
Added: 2005-08-12 License: GPL (GNU General Public License) Price:
1537 downloads
Clean Slate Smalltalk 0.3.5

Clean Slate Smalltalk 0.3.5


Clean Slate Smalltalk is a new dialect and environment in the Smalltalk family. more>> <<less
Download (1.7MB)
Added: 2005-08-10 License: MIT/X Consortium License Price:
1536 downloads
Cube 2005-08-29

Cube 2005-08-29


Cube is an open source multiplayer and singleplayer first person shooter game. more>>
Cube is an open source multiplayer and singleplayer first person shooter game built on an entirely new and very unconventional engine.

Cube is a landscape-style engine that pretends to be an indoor FPS engine, which combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps & graphic detail on most machines. Uses OpenGL & SDL.

Allows in-engine editing of geometry in full 3D (you fly around the map, point / drag stuff to select it / modify it), which can even be done simultaneously with others in multiplayer (a first!). Has simplistic but effective fine grain vertex lighting that looks like lightmapping and can do dynamic lights & shadows.

Doesnt need any kind of map precompilation, even lighting is done on the fly. Has very simplistic quad-tree world structure that can do slopes (heightfields with caps) and slants, water, does decent collision detection & physics, has client/server networking that goes a long way in giving a lag-free game experience, and features a Doom/Quake-style singleplayer (2 game modes, savegames) and multiplayer (12 game modes, master server / server browser, demo recording) game with some uncompromising brutal oldskool gameplay.

Most of the engine design is targeted at reaching feature richness through simplicity of structure and brute force, rather than finely tuned complexity.

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Added: 2005-10-06 License: GPL (GNU General Public License) Price:
1510 downloads
KAdventure 0.2.1

KAdventure 0.2.1


KAdventure is a nice and simple adventure game providing fun and challenging puzzles. more>>
KAdventure is a nice and simple adventure game providing fun and challenging puzzles. The player is presented with a 2D view from above a playing field, where he has to move his player to the exit.
To get to the exit he has to overcome several obstacles, like walls, moving blocks, water and creatures.
I encourage anyone to create new levels using the new level editor, or even new objects and artwork.
Finally, if someone manages to create a Windows port hes welcome as well.
Version restrictions:
- Clicking Save Level immediately saves the current level, and will overwrite the old level without warning.
- Saving levels only works when the level files are writable. So you should have installed in your home directory or made the directory with the levels writable. No warning is given when saving fails.
- Pressing +/- to change the resolution has some redrawing issues in Edit mode. You can minimize and re-open the window to get a correct redraw.
- If you have changed the size of a level, you need to save and reload the level for the new size to take effect.
Enhancements:
- Fixed the crash when a mine exploded.
- Some small fixes and tidying up.
- Added 2 small new levels.
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Download (0.71MB)
Added: 2005-09-06 License: GPL (GNU General Public License) Price:
1509 downloads
KGLWaterSaver 0.6

KGLWaterSaver 0.6


KGLWaterSaver is a screensaver that looks like a water-talbe. more>>
KGLWaterSaver is a screensaver that looks like a water-talbe.
Main features:
- Choose between Images or the current Desktop to "sink under water"
- Various effects: Whirl, Bubble, Rain
Installation:
Download, compile and install.
Go to the Control Panel and choose KGLWaterSaver, set it up to use your favourite Image or Desktop and fit the performance of your computer.
(Takes 10% CPU-Time at my Duron 700 / GeForce FX 5700 at: water_res of 128x128, 24 WaterCalcs, 64ms Delay Realtime) (config dialog will probably [hopefully be more intuitive in following versions)
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Added: 2005-10-12 License: GPL (GNU General Public License) Price:
1474 downloads
Bubbling Load Monitor Applet 2.0.5

Bubbling Load Monitor Applet 2.0.5


The Bubbling Load Monitor (or Bubblemon for short) is a system CPU and memory load monitor. more>>
The Bubbling Load Monitor (or "Bubblemon" for short) is a system CPU and memory load monitor.
It displays something that looks like a vial containing water. The water level indicates how much memory is in use. The color of the liquid indicates how much swap space is used (watery blue means none and angry red means all).
The system CPU load is indicated by bubbles floating up through the liquid; lots of bubbles means high CPU load. If you have unread mail, a message in a bottle falls into the water.
Enhancements:
- The word "bytes" may now be translated.
- The French translation was updated.
- The maintainers e-mail address was updated.
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Download (0.30MB)
Added: 2005-11-08 License: GPL (GNU General Public License) Price:
1445 downloads
XDrawChem 1.9.9

XDrawChem 1.9.9


XDrawChem is a chemical drawing program. more>>
XDrawChem is a two-dimensional molecule drawing program for Unix operating systems. XDrawChem is similar in functionality to other molecule drawing programs such as ChemDraw (TM, CambridgeSoft).
It can read and write MDL Molfiles, and read ChemDraw text and binary files, to allow sharing between XDrawChem and other chemistry applications, and it can create images in popular formats like PNG and EPS. XDrawChem has been tested on Linux, SGI IRIX 6.5, Sun Solaris, Mac OS X, and Windows.
Main features:
- 100% compatible Windows 95/98/NT version
- Fixed length, fixed angle drawing.
- Automatic alignment of figures. Detects structures, text, and arrows and places them automatically.
- Can automatically draw rings and other structures - has all standard amino acids and nucleic acids in built-in library.
- Can retrieve structures from a network database based on CAS number, formula, or name.
- Can draw symbols such as partial charge, radicals, etc.
- Can read MDL Molfiles, CML [Chemical Markup Language, defined in J. Chem. Inf. Comput. Sci.39(1999), 928-942], ChemDraw(TM) binary format, ChemDraw(TM) XML text format.
- Can write MDL Molfiles, CML, ChemDraw(TM) XML text format.
- Can also read and write any format supported by the current release of OpenBabel.
- Can export pictures in PNG, Windows bitmap (*.bmp), Encapsulated PostScript (EPS), and Scalable Vector Graphics (SVG).
- Can generate 3-D structures with the help of the external program BUILD3D.
- Online help, including tool tips.
- 13C-NMR prediction, based on Bremser W, Mag. Res. Chem.23(4):271-275
- 1H-NMR prediction, based on additive rules and functional group lookup methods, described in Pretsch, Clerc, Seibl, Simon, "Tables of Spectral Data for Structure Determination of Organic Compounds", 2ed., 1989, Springer-Verlag
- Simple IR prediction.
- Simple pKa estimation.
- Octanol-water partition coefficient estimation.
- Reaction analysis: gas-phase enthalpy change estimate, 1H NMR and 13C NMR comparison.
- Integration with OpenBabel, allowing XDrawChem to read and write over 20 different chemical file formats.
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Added: 2005-12-01 License: GPL (GNU General Public License) Price:
1436 downloads
Space Plumber 1.1.0 RC1

Space Plumber 1.1.0 RC1


Space Plumber is a first-person 3d game, not much different to Doom and Quake. more>>
Space Plumber is a first-person 3d game, not much different to Doom and Quake. The main goal of Space Plumber is to reach the extraction pumps before the water level increases swamping everything.
Each of the 30 levels that conform the game have progressive difficulty by adding more pumps and consoles that you must deactivate first, and by making the map bigger. There are no enemies, you fight against time and misorientation, and you only have your skills to move inside the maze.
The 1.1.x series are a port to use the QDGDF library, making it easier to compile in a variety of systems. Its included in the package, so you dont have to download it separately.
Enhancements:
- Space Plumber has been ported to use the QDGDF library, so its compilable in a wider variety of platforms and has some new features.
- The most important new feature is sound support under Linux.
- The game itself is exactly the same.
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Added: 2005-11-28 License: GPL (GNU General Public License) Price:
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WorldForge::Mason 0.3

WorldForge::Mason 0.3


Mason is a game system being developed by WorldForge. more>>
WorldForge::Mason is the second game system being developed by WorldForge. The primary focus for Mason is to enable players to build a persistent world in-game. Players will be able to manipulate items by creating new items from raw materials, attaching existing items together or splitting items into component parts.
Complicated structures such as houses can be designed on paper as a blueprint and then built with suitable building blocks and skills.
Reaching this milestone will require expanding not only our existing server and client code, but also refining the Atlas protocal that connects them.
The expansion will cover item creation (using a recipe system), construction of houses and other large structures (attaching items together), creating complex machines (combining simple machine parts), simulating organic reactions (festering wounds, adrenaline rush) with a detailed body system, editing text and other information objects in-game, and running an economy that changes with the world.
To demonstrate these techniques we will create a competitive and cooperative game centering about settling the uninhabited lands in the north-western corner of Moraf in our Dural world.
The players can play either human settlers attracted by the rumors of gold or promises of free land, or orcs, driven down to the plains from the overpopulated dens of the orc tribes of Sarnak.
Game
This section contains things related to the Mason Game in general, such as background story, game objectives, and planned features for version 1.0 of the game. It will also contain an installation guide, a players guide, and a game administrators guide. Theres also a page of links to screenshots and downloads.
If you are a potential future player and would like to know what the game will be like, or a creative writer interested in making the game interesting and fun to play, or if you want to write or translate documentation for end users, then this is the place for you.
Technology
This section contains the design of the various abstract systems that will implement all the central features of Mason. The systems include: the Item System, the Mechanical System, the Information Object System, the Body System, the Mind System, and others.
If you are a developer or game designer, interested in how all the revolutionary features supported by Mason are going to be implemented, then this section is for you.
Content
This section deals with all the general data needed for the Mason Game: item and creature descriptions and stats, maps of the Moraf area in the Dural world, and media for items and terrain. This data can be directly reused in later games.
If you are a world designer, artist, musician, or a MU* wizard who loves creating cool new items, then this section is for you.
Enhancements:
- Mason is now supported in two major 3D clients, Ember and Sear.
- An advanced terrain system has been implemented, including procedural texturing, paths, modified areas, and swimming in water.
- Building materials and resources can be gathered from the world using tools.
- Work has started on a new combat system.
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Added: 2005-11-30 License: GPL (GNU General Public License) Price:
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