race 1.0
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Net Worm Race 1.0
Net Worm Race project is a network snake game for up to 30 players. more>>
Net Worm Race project is a network snake game for up to 30 players.
Net Worm Race is a highly customizable on- line network game for up to 30 players. It is a variation on the well known "snake" theme.
Several worms (one for each player) keep growing from somewhere and can change their direction to certain angles (set in the settings) or change their speed by certain amounts in a given range.
If the head of a worm leaves the game area or another worm, the worm dies.
The game goes on until there is a single worm left.
<<lessNet Worm Race is a highly customizable on- line network game for up to 30 players. It is a variation on the well known "snake" theme.
Several worms (one for each player) keep growing from somewhere and can change their direction to certain angles (set in the settings) or change their speed by certain amounts in a given range.
If the head of a worm leaves the game area or another worm, the worm dies.
The game goes on until there is a single worm left.
Download (0.057MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1066 downloads
Linux distribution race 1.0
Linux distribution race is a cool car race for 4 players. more>>
Linux distribution race is a cool car race for 4 players, cars are named by Linux distributions (Mandrake, SUSE, RedHat, Debian).
You can create maps in GIMP. Controls: WSAD, TGFH, IKJL, arrows.
<<lessYou can create maps in GIMP. Controls: WSAD, TGFH, IKJL, arrows.
Download (1.2MB)
Added: 2005-12-07 License: GPL (GNU General Public License) Price:
1422 downloads
Systrace 1.6d
Systrace enforces system call policies for applications by constraining the applications access to the system. more>>
The policy is generated interactively. Operations not covered by the policy raise an alarm, allowing an user to refine the currently configured policy.
For complicated applications, it is difficult to know the correct policy before running them. Initially, Systrace notifies the user about all system calls that an application tries to execute. The user configures a policy for the specific system call that caused the warning. After a few minutes, a policy is generated that allows the application to run without any warnings. However, events that are not covered still generate a warning. Normally, that is an indication of a security problem. Systrace improves cyber security by providing intrusion prevention.
Alternatively, policies can be learned automatically. In many instances, the automatically learned policies can be used for sandboxing immediately. Sometimes, minimal manual post-processing is necessary.
With Systrace, untrusted binary applications can be sandboxed. Their access to the system can be restricted almost arbitrarily. Sandboxing applications that are available only as binaries is only sensible, as it is not possible to directly analyze what they are designed to do. However, constraining the system calls that large open-source applications are allowed to execute is useful too, as it is very difficult to determine their correctness.
System call arguments can be rewritten dynamically. This effects a virtual chroot for the sandboxed application. It also prevents race conditions in the argument evaluation.
Main features:
- Confines untrusted binary applications.
- Interactive Policy Generation with Graphical User Interface.
- Supports different emulations:
- GNU/Linux, BSDI, etc..
- System Call Argument Rewriting.
- Non-interactive Policy Enforcement.
- Remote Monitoring and Intrusion Detection.
- Privilege Elevation: Add-on capabilities.
<<lessFor complicated applications, it is difficult to know the correct policy before running them. Initially, Systrace notifies the user about all system calls that an application tries to execute. The user configures a policy for the specific system call that caused the warning. After a few minutes, a policy is generated that allows the application to run without any warnings. However, events that are not covered still generate a warning. Normally, that is an indication of a security problem. Systrace improves cyber security by providing intrusion prevention.
Alternatively, policies can be learned automatically. In many instances, the automatically learned policies can be used for sandboxing immediately. Sometimes, minimal manual post-processing is necessary.
With Systrace, untrusted binary applications can be sandboxed. Their access to the system can be restricted almost arbitrarily. Sandboxing applications that are available only as binaries is only sensible, as it is not possible to directly analyze what they are designed to do. However, constraining the system calls that large open-source applications are allowed to execute is useful too, as it is very difficult to determine their correctness.
System call arguments can be rewritten dynamically. This effects a virtual chroot for the sandboxed application. It also prevents race conditions in the argument evaluation.
Main features:
- Confines untrusted binary applications.
- Interactive Policy Generation with Graphical User Interface.
- Supports different emulations:
- GNU/Linux, BSDI, etc..
- System Call Argument Rewriting.
- Non-interactive Policy Enforcement.
- Remote Monitoring and Intrusion Detection.
- Privilege Elevation: Add-on capabilities.
Download (0.20MB)
Added: 2006-04-24 License: BSD License Price:
1283 downloads
TORCS 1.3.0
TORCS is a 3D open racing car simulator. more>>
TORCS is a 3D racing cars simulator using OpenGL.
The goal is to have programmed robots drivers racing against each others.
You can also drive yourself with either a wheel or keyboard or mouse.
TORCS is available on Linux and Windows.
This concept is directly inspired from RARS
There are 42 different cars, 30 tracks and more than 50 opponents to race against. You can steer with a joystick or steering wheel, if its supported by your platform. It is also possible to drive with the mouse or the keyboard, but its not easy.
Graphic features lighting, smoke, skidmarks and glowing brake disks. The simulation features a simple damage model, collisions, tire and wheel properties (springs, dampers, stiffness, ...), aerodynamics (ground effect, spoilers, ...) and much more.
The gameplay allows different types of races from the simple practice session up to the championship. Enjoy racing against your friends in the split screen mode with up to four human players.
Installation:
1. Download the source package torcs-1.2.3.tar.bz2.
2. Unpack the package with "tar xfvj torcs-1.2.3.tar.bz2".
3. Run the following commands:
$ cd torcs-1.2.3
$ ./configure # --prefix="target dir", --enable-debug or --disable-xrandr might be of interest
$ make
$ make install
$ make datainstall
Youll need those dependencies
Default installation directories:
* /usr/local/bin - TORCS command (directory should be in your PATH)
* /usr/local/lib/torcs - TORCS dynamic libs (directory MUST be in your LD_LIBRARY_PATH if you dont use the torcs shell)
* /usr/local/share/games/torcs - TORCS data files
4. Run the "torcs" command (default location is /usr/local/bin/torcs), you can use those command line options.
All the configuration data, race results and players options will be saved below the $HOME/.torcs directory.
<<lessThe goal is to have programmed robots drivers racing against each others.
You can also drive yourself with either a wheel or keyboard or mouse.
TORCS is available on Linux and Windows.
This concept is directly inspired from RARS
There are 42 different cars, 30 tracks and more than 50 opponents to race against. You can steer with a joystick or steering wheel, if its supported by your platform. It is also possible to drive with the mouse or the keyboard, but its not easy.
Graphic features lighting, smoke, skidmarks and glowing brake disks. The simulation features a simple damage model, collisions, tire and wheel properties (springs, dampers, stiffness, ...), aerodynamics (ground effect, spoilers, ...) and much more.
The gameplay allows different types of races from the simple practice session up to the championship. Enjoy racing against your friends in the split screen mode with up to four human players.
Installation:
1. Download the source package torcs-1.2.3.tar.bz2.
2. Unpack the package with "tar xfvj torcs-1.2.3.tar.bz2".
3. Run the following commands:
$ cd torcs-1.2.3
$ ./configure # --prefix="target dir", --enable-debug or --disable-xrandr might be of interest
$ make
$ make install
$ make datainstall
Youll need those dependencies
Default installation directories:
* /usr/local/bin - TORCS command (directory should be in your PATH)
* /usr/local/lib/torcs - TORCS dynamic libs (directory MUST be in your LD_LIBRARY_PATH if you dont use the torcs shell)
* /usr/local/share/games/torcs - TORCS data files
4. Run the "torcs" command (default location is /usr/local/bin/torcs), you can use those command line options.
All the configuration data, race results and players options will be saved below the $HOME/.torcs directory.
Download (129.3MB)
Added: 2006-11-07 License: GPL (GNU General Public License) Price:
1097 downloads
Race Timing 0.01
Race Timing lets you manage races by describing a race and the rules associated with it. more>>
Race Timing lets you manage races by describing a race and the rules associated with it. You can time the racers and provide realtime standing of the race participants.
You can manage various race events (pilot changes, refuelling, laps, intermediate sprints, etc.) and broadcast various information to the participants. Race Timing is best used with transponders, but manual operation is also provided.
<<lessYou can manage various race events (pilot changes, refuelling, laps, intermediate sprints, etc.) and broadcast various information to the participants. Race Timing is best used with transponders, but manual operation is also provided.
Download (1.1MB)
Added: 2006-07-12 License: GPL (GNU General Public License) Price:
1202 downloads
Race Game 0.5
Racing Game is a Star Wars: Racer style game. more>>
Racing Game is a Star Wars: Racer style game based on OpenGL.
<<less Download (0.53MB)
Added: 2005-08-17 License: GPL (GNU General Public License) Price:
1534 downloads
Nasal 1.0
Nasal is a simple, small, yet full-featured embeddable scripting language. more>>
Nasal is a language that I wrote for use in a personal project. Ostensibly it was because I was frustrated with the dearth of small-but-complete embeddable scripting languages, but of course I really wrote it because it was fun.
It is still young and incomplete in a few places, but is under active development and has been integrated as the extension language for the FlightGear simulator.
Documentation is still sparse. There is a design document available, which talks at length about the "whys" behind the design of Nasal and includes documentation for the built-in library functions.
More useful to the experienced programmer is the tutorial-style sample code, which explains and demonstrates all the syntax features of the language.
Like perl, python and javascript, nasal uses vectors (expandable arrays) and hash tables as its native data format. This is a well-understood idiom, and it works very well. I felt no need to rock the boat here.
Like perl, and unlike everything else, nasal combines numbers and strings into a single "scalar" datatype. No conversion needs to happen in user code, which simplifies common string handling tasks.
Like perl, but unlike python, hash keys must by scalars in nasal. Python supports a "tuple" constant type that can be used as well, but there is no equivalent in nasal (you cant use vectors as keys because they might change after the insertion).
Like perl and python, nasal uses a # character to indicate and end-of-line comment. There is no multiline begin/end comment syntax as in Javascript.
Like perl, nasal functions do not have named parameters. They get their arguments in a vector named "arg", and can extract them however they like. Unlike perl, Nasal takes advantage of this feature to do away with function "declaration" entirly; see below.
Like python, there is no hidden local object scope in a function call. The object on which a method was called is available to a function as a local variable named "me" (python calls this "self" by convention, but because nasal has no declared function arguments, there is no opportunity to change it).
Like perl, "objects" in nasal are simply hash tables. Looking an item up by name in a hash table and extracting a symbol for an object are just different syntax for the same operation (but read on for an important exception):
a["b"] = 1 means the same thing as: a.b = 1
The above paragraph is a minor lie. The "dot" syntax is also the clue to the interpreter to "save" the left hand side as the "me" reference if the expression is used as a function/method call. That is, these expressions are not equivalent (one is a plain function call, the other a method invocation on the object "a"):
a["b"](arg1, arg2) isnt the same as: a.b(arg1, arg2)
Like javascript, nasal lacks a specific "class" syntax for OOP programming. Instead, classes are simply objects. Each object supports a "parents" member array; symbol lookup on the object at runtime bounces to the parents (and the parents parents) if the symbol is not found in the hash. The parents field is just like any other object field, you can set it however you like and even change it at runtime if you are feeling especially perverse.
Like lisp, javascript and perl, nasal supports lexical closures. This means that the local symbol namespace available to your function when it is assigned remain constant over time. If you dont know what this means, you dont need to care. It is this feature that allows functions to use variables declared in the outer scope when it is defined (e.g. seeing "module" variables).
Like all other scripting languages, functions are just symbols in a namespace, but unlike all other scripting languages, there is no function "declaration" syntax. A function is always an anonymous object (a "lambda," in the parlance), which you assign to a variable in order to use. Like so:
myfunction = func { arg[0] + 1 }
myfunction(1); # returns 2
One annoyance of this feature is that Nasal functions dont have unique internal "names". So a debugging or exception stack trace can only give you a source line number, and not a function name as reference.
Nasal has a straightforward, readable syntax which is closest to javascript among other scripting languages. Like later versions of javascript, it includes has a hash lookup syntax as well as an object field accessor syntax (that is, you can do both a.b and a["b"]).
Unlike python, nasal has a grammar which is not whitespace-sensitive. This doesnt make python hard to write, and it arguably makes it easier to read. But it is different from the way the rest of the world works, and makes python distinctly unsuitable for "inline" environments (consider PHP, Javascript, ASP or in-configuration-file scripts) where it needs to live as a plain old string inside of another programs code or data file.
Nasal garbage collects runtime storage, so the programmer need not worry about manual allocation, or even circular references. The current implementation is a simple mark/sweep collector, which should be acceptable for most applications. Future enhancements will include a "return early" capability for latency-critical applications. The collector can be instructred to return after a certain maximum delay, and be restarted later. Fancy items like generational collectors fail the "small and simple" criteria and are not likely to be included.
Like python, nasal supports exception handling as a first-class language feature, with built-in runtime-inspectable stack trace. Rather like perl, however, there is no special "try" syntax for exception handling, nor inheritance-based catching semantics. Instead, you call a "try" function on another function, and inspect the return value on your own. Code simply calls die with an argument list, which is returned from the closest enclosing try() invocation. Elaborate exception handling isnt really appropriate for embedded scripting languages. [NOTE: this isnt finished yet]
Nasal tries to be stricter than perl. Operations like converting a non-numeric string value to a number, reading or writing past the end of an array or operating on a nil reference, which are generally legal in perl, throw exceptions in nasal. Perl sometimes bends over backwards to do something "reasonable" with your instructions (e.g. whats the boolean truth value of a hash reference?); nasal doesnt try ("error: non-scalar used in boolean context at line 92")
Nasal is very small, very simple, written in ANSI C, and generally an excellent choice for embedded applications. It uses a simple and transparent syntax interpretable by a simple "bracket matching and operator precedence" parser. It does not depend on any third party libraries other than the standard C library. It does not depend on third party tools like (f)lex and yacc/bison. It builds simply and easily, supports a reasonably simple extension API and cohabitates well with other code.
Nasal makes no use of the processor stack when running recursive code. This is important for embedded languages as it provides the ability to "exit early" from a Nasal context. An outside application may have realtime constraints, and Nasal can be instructed to run for only a certain number of "cycles" before returning. Later calls will automatically pick up the interpreter state where it left off.
Nasal provides "minimal threadsafety". Multithreaded operations on Nasal objects are safe in the sense that they cannot crash or corrupt the interpreter. They are not guaranteed to be atomic. In particular, poorly synchronized insertions into containers can "drop" objects into oblivion (which is OK from an interpreter stability standpoint, since the GC will clean them up normally). Race conditions have to be the programmers problem anyway, this is just another symptom. Garbage collection will block all threads before running. [NOTE: this part is still unimplemented.]
Enhancements:
- This release contains the updates that have been available in SimGear for some time now.
- Important new functionality includes bugfixes, many performance enhancements, a declared function argument syntax, a ternary (?:) operator, indexable and mutable string objects, interpreter thread safety features, and much work to the "standard" library (including stdio, bitfields, Unix system calls, and PCRE regular expressions).
<<lessIt is still young and incomplete in a few places, but is under active development and has been integrated as the extension language for the FlightGear simulator.
Documentation is still sparse. There is a design document available, which talks at length about the "whys" behind the design of Nasal and includes documentation for the built-in library functions.
More useful to the experienced programmer is the tutorial-style sample code, which explains and demonstrates all the syntax features of the language.
Like perl, python and javascript, nasal uses vectors (expandable arrays) and hash tables as its native data format. This is a well-understood idiom, and it works very well. I felt no need to rock the boat here.
Like perl, and unlike everything else, nasal combines numbers and strings into a single "scalar" datatype. No conversion needs to happen in user code, which simplifies common string handling tasks.
Like perl, but unlike python, hash keys must by scalars in nasal. Python supports a "tuple" constant type that can be used as well, but there is no equivalent in nasal (you cant use vectors as keys because they might change after the insertion).
Like perl and python, nasal uses a # character to indicate and end-of-line comment. There is no multiline begin/end comment syntax as in Javascript.
Like perl, nasal functions do not have named parameters. They get their arguments in a vector named "arg", and can extract them however they like. Unlike perl, Nasal takes advantage of this feature to do away with function "declaration" entirly; see below.
Like python, there is no hidden local object scope in a function call. The object on which a method was called is available to a function as a local variable named "me" (python calls this "self" by convention, but because nasal has no declared function arguments, there is no opportunity to change it).
Like perl, "objects" in nasal are simply hash tables. Looking an item up by name in a hash table and extracting a symbol for an object are just different syntax for the same operation (but read on for an important exception):
a["b"] = 1 means the same thing as: a.b = 1
The above paragraph is a minor lie. The "dot" syntax is also the clue to the interpreter to "save" the left hand side as the "me" reference if the expression is used as a function/method call. That is, these expressions are not equivalent (one is a plain function call, the other a method invocation on the object "a"):
a["b"](arg1, arg2) isnt the same as: a.b(arg1, arg2)
Like javascript, nasal lacks a specific "class" syntax for OOP programming. Instead, classes are simply objects. Each object supports a "parents" member array; symbol lookup on the object at runtime bounces to the parents (and the parents parents) if the symbol is not found in the hash. The parents field is just like any other object field, you can set it however you like and even change it at runtime if you are feeling especially perverse.
Like lisp, javascript and perl, nasal supports lexical closures. This means that the local symbol namespace available to your function when it is assigned remain constant over time. If you dont know what this means, you dont need to care. It is this feature that allows functions to use variables declared in the outer scope when it is defined (e.g. seeing "module" variables).
Like all other scripting languages, functions are just symbols in a namespace, but unlike all other scripting languages, there is no function "declaration" syntax. A function is always an anonymous object (a "lambda," in the parlance), which you assign to a variable in order to use. Like so:
myfunction = func { arg[0] + 1 }
myfunction(1); # returns 2
One annoyance of this feature is that Nasal functions dont have unique internal "names". So a debugging or exception stack trace can only give you a source line number, and not a function name as reference.
Nasal has a straightforward, readable syntax which is closest to javascript among other scripting languages. Like later versions of javascript, it includes has a hash lookup syntax as well as an object field accessor syntax (that is, you can do both a.b and a["b"]).
Unlike python, nasal has a grammar which is not whitespace-sensitive. This doesnt make python hard to write, and it arguably makes it easier to read. But it is different from the way the rest of the world works, and makes python distinctly unsuitable for "inline" environments (consider PHP, Javascript, ASP or in-configuration-file scripts) where it needs to live as a plain old string inside of another programs code or data file.
Nasal garbage collects runtime storage, so the programmer need not worry about manual allocation, or even circular references. The current implementation is a simple mark/sweep collector, which should be acceptable for most applications. Future enhancements will include a "return early" capability for latency-critical applications. The collector can be instructred to return after a certain maximum delay, and be restarted later. Fancy items like generational collectors fail the "small and simple" criteria and are not likely to be included.
Like python, nasal supports exception handling as a first-class language feature, with built-in runtime-inspectable stack trace. Rather like perl, however, there is no special "try" syntax for exception handling, nor inheritance-based catching semantics. Instead, you call a "try" function on another function, and inspect the return value on your own. Code simply calls die with an argument list, which is returned from the closest enclosing try() invocation. Elaborate exception handling isnt really appropriate for embedded scripting languages. [NOTE: this isnt finished yet]
Nasal tries to be stricter than perl. Operations like converting a non-numeric string value to a number, reading or writing past the end of an array or operating on a nil reference, which are generally legal in perl, throw exceptions in nasal. Perl sometimes bends over backwards to do something "reasonable" with your instructions (e.g. whats the boolean truth value of a hash reference?); nasal doesnt try ("error: non-scalar used in boolean context at line 92")
Nasal is very small, very simple, written in ANSI C, and generally an excellent choice for embedded applications. It uses a simple and transparent syntax interpretable by a simple "bracket matching and operator precedence" parser. It does not depend on any third party libraries other than the standard C library. It does not depend on third party tools like (f)lex and yacc/bison. It builds simply and easily, supports a reasonably simple extension API and cohabitates well with other code.
Nasal makes no use of the processor stack when running recursive code. This is important for embedded languages as it provides the ability to "exit early" from a Nasal context. An outside application may have realtime constraints, and Nasal can be instructed to run for only a certain number of "cycles" before returning. Later calls will automatically pick up the interpreter state where it left off.
Nasal provides "minimal threadsafety". Multithreaded operations on Nasal objects are safe in the sense that they cannot crash or corrupt the interpreter. They are not guaranteed to be atomic. In particular, poorly synchronized insertions into containers can "drop" objects into oblivion (which is OK from an interpreter stability standpoint, since the GC will clean them up normally). Race conditions have to be the programmers problem anyway, this is just another symptom. Garbage collection will block all threads before running. [NOTE: this part is still unimplemented.]
Enhancements:
- This release contains the updates that have been available in SimGear for some time now.
- Important new functionality includes bugfixes, many performance enhancements, a declared function argument syntax, a ternary (?:) operator, indexable and mutable string objects, interpreter thread safety features, and much work to the "standard" library (including stdio, bitfields, Unix system calls, and PCRE regular expressions).
Download (0.10MB)
Added: 2006-07-04 License: LGPL (GNU Lesser General Public License) Price:
1209 downloads
Snare 1.2
Snare is an audit subsystem for Linux. more>>
SNARE (System iNtrusion Analysis and Reporting Environment) is a kernel patch, daemon, and Gnome2 GUI, that together provide a host intrusion detection facility and C2-style auditing/event logging capability for Linux similar to the Basic Security Module (BSM) for Solaris, or the Windows Event Log.
SNARE is divided into three key components:
The Kernel changes
In order to collect event log data, Snare needs to add auditing support into the operating system. You can choose to either install a binary version of the kernel, with Snare already integrated, or you can apply a patch to your kernel source.
Although we try hard to make Snare as easy to install as possible, there are hundreds of different distributions and kernel versions, and it would be an immense task to build Snare for each variant. We are hoping that recent efforts towards creating a native auditing subsystem for linux will soon mean that the kernel component of the Snare for Linux agent, will no longer be required.
The Snare Audit Daemon
The Snare audit daemon acts as an interface between the Linux kernel, and the security administrator. It allow you to turn on events, filter the output, and potentially push audit log information back to a central location for collection, analysis and archival.
The Snare Micro-Web Server, and Audit GUI
The Snare audit GUI provides a graphical user interface to the Snare audit daemon. It allows you to add, remove or modify audit objectives, and change reporting options.
The Micro-Web Server, is embedded in the audit daemon, and provides a very simple configuration capability that can be managed from your web browser.
Enhancements:
- Added support for compound matching elements (e.g. name=/etc/* name!=/etc/blah/*)
- Improved authentication support for remote control interface
- Updated SELinux policy (RHEL5 support)
- Improved automatic audit configuration using objective returncode detection to pre filter unnecessary records
- Fixed element matching error
- Fixed error in criticality reporting (e.g. criticality was always zero)
- Fixed race condition that could potentially clear all audit rules on restart
- Improved effeciency allowing a higher throughput
- Improved installer for easier deployment
- Disabled local logging by default
<<lessSNARE is divided into three key components:
The Kernel changes
In order to collect event log data, Snare needs to add auditing support into the operating system. You can choose to either install a binary version of the kernel, with Snare already integrated, or you can apply a patch to your kernel source.
Although we try hard to make Snare as easy to install as possible, there are hundreds of different distributions and kernel versions, and it would be an immense task to build Snare for each variant. We are hoping that recent efforts towards creating a native auditing subsystem for linux will soon mean that the kernel component of the Snare for Linux agent, will no longer be required.
The Snare Audit Daemon
The Snare audit daemon acts as an interface between the Linux kernel, and the security administrator. It allow you to turn on events, filter the output, and potentially push audit log information back to a central location for collection, analysis and archival.
The Snare Micro-Web Server, and Audit GUI
The Snare audit GUI provides a graphical user interface to the Snare audit daemon. It allows you to add, remove or modify audit objectives, and change reporting options.
The Micro-Web Server, is embedded in the audit daemon, and provides a very simple configuration capability that can be managed from your web browser.
Enhancements:
- Added support for compound matching elements (e.g. name=/etc/* name!=/etc/blah/*)
- Improved authentication support for remote control interface
- Updated SELinux policy (RHEL5 support)
- Improved automatic audit configuration using objective returncode detection to pre filter unnecessary records
- Fixed element matching error
- Fixed error in criticality reporting (e.g. criticality was always zero)
- Fixed race condition that could potentially clear all audit rules on restart
- Improved effeciency allowing a higher throughput
- Improved installer for easier deployment
- Disabled local logging by default
Download (0.32MB)
Added: 2007-08-08 License: GPL (GNU General Public License) Price:
813 downloads
Convert::RACE 0.07
Convert::RACE is a conversion between Unicode and RACE. more>>
Convert::RACE is a conversion between Unicode and RACE.
SYNOPSIS
use Convert::RACE;
$domain = to_race($utf16str);
$utf16str = from_race($domain);
This module provides functions to convert between RACE (Row-based ASCII-Compatible Encoding) and Unicode Encodings.
RACE converts strings with internationalized characters into strings of US-ASCII that are acceptable as host name parts in current DNS host naming usage.
<<lessSYNOPSIS
use Convert::RACE;
$domain = to_race($utf16str);
$utf16str = from_race($domain);
This module provides functions to convert between RACE (Row-based ASCII-Compatible Encoding) and Unicode Encodings.
RACE converts strings with internationalized characters into strings of US-ASCII that are acceptable as host name parts in current DNS host naming usage.
Download (0.004MB)
Added: 2006-08-14 License: GPL (GNU General Public License) Price:
1167 downloads
Gran Prix 1.0
Gran Prix is a simple 2D car race game. more>>
Gran Prix is a simple 2D car race game.
Gran Prix is a game writen in Python, for 2 to 4 players, with three different tracks. You can run on these tracks with four different formula 1 style cars, you can customize the max speed of the cars and the number of laps to win the race.
The game isnt very cool, but a list of new features are planed.
<<lessGran Prix is a game writen in Python, for 2 to 4 players, with three different tracks. You can run on these tracks with four different formula 1 style cars, you can customize the max speed of the cars and the number of laps to win the race.
The game isnt very cool, but a list of new features are planed.
Download (0.12MB)
Added: 2007-01-11 License: GPL (GNU General Public License) Price:
1032 downloads
LogHack 1.2.0
LogHack is a logfile analyzer for NetHack. more>>
LogHack is a logfile analyzer for NetHack. It produces many different statistics sorted by Score, MaxLevel, DeathLevel, HitPoints, MaxHp, DeathsCount, latest entry, age, and top reasons for End.
LogHack project also shows the most commonly used races, player names, roles, login names, alignment, gender, and NetHack version. The "top monsters" are also shown.
TODO:
Top Score/DeathNum
Top Longlife
Top Shortlife
Top Score/Life
Top Oldest + Newest
percent longlife
percent Monsters
Output Tex/Mpost
Output Html
list available races, roles, usernames + UIDs, playernames
<<lessLogHack project also shows the most commonly used races, player names, roles, login names, alignment, gender, and NetHack version. The "top monsters" are also shown.
TODO:
Top Score/DeathNum
Top Longlife
Top Shortlife
Top Score/Life
Top Oldest + Newest
percent longlife
percent Monsters
Output Tex/Mpost
Output Html
list available races, roles, usernames + UIDs, playernames
Download (0.004MB)
Added: 2006-01-26 License: GPL (GNU General Public License) Price:
1367 downloads
ngrep 1.45
ngrep is a network grep. more>>
ngrep project strives to provide most of GNU greps common features, applying them to the network layer. ngrep is a pcap-aware tool that will allow you to specify extended regular or hexadecimal expressions to match against data payloads of packets.
It currently recognizes TCP, UDP, ICMP, IGMP and Raw protocols across Ethernet, PPP, SLIP, FDDI, Token Ring, 802.11 and null interfaces, and understands bpf filter logic in the same fashion as more common packet sniffing tools, such as tcpdump and snoop.
Enhancements:
- This release fixes an under-sized snaplen bug resulting in garbage input to the pattern matcher, a bug in the IPv6/TCP packet length calculation, and a double-free race condition during ngrep termination.
- It reworks packet length calculation in the main processing loop (yielding a performance improvement), simplifies the build system logic, and changed "-s 0 to match tcpdump behaviour.
- It adds support for IEEE802_11_RADIO (radiotap).
<<lessIt currently recognizes TCP, UDP, ICMP, IGMP and Raw protocols across Ethernet, PPP, SLIP, FDDI, Token Ring, 802.11 and null interfaces, and understands bpf filter logic in the same fashion as more common packet sniffing tools, such as tcpdump and snoop.
Enhancements:
- This release fixes an under-sized snaplen bug resulting in garbage input to the pattern matcher, a bug in the IPv6/TCP packet length calculation, and a double-free race condition during ngrep termination.
- It reworks packet length calculation in the main processing loop (yielding a performance improvement), simplifies the build system logic, and changed "-s 0 to match tcpdump behaviour.
- It adds support for IEEE802_11_RADIO (radiotap).
Download (0.43MB)
Added: 2006-11-29 License: BSD License Price:
1066 downloads
Tux Racer 0.61
Tux Racer is a very fun arcade game for Linux. more>>
Tux Racer is a very fun arcade game for Linux.
The main goal in Tux Racer is to have fun! Race down mountainous terrain as quickly as possible, while collecting herring to increase your score!
Main features:
- Fun, easy to learn
- Exciting 3D courses
- Sophisticated physics result in thrilling rides down the mountains
- Collect herring while avoiding obstacles for high scores
- Race over a variety of surfaces, including fluffy snow and slick ice
- Race in various weather conditions and lighting conditions
- Create your own courses using any paint program such as The GIMP (no 3D modeller required)
- Suitable for all ages.
<<lessThe main goal in Tux Racer is to have fun! Race down mountainous terrain as quickly as possible, while collecting herring to increase your score!
Main features:
- Fun, easy to learn
- Exciting 3D courses
- Sophisticated physics result in thrilling rides down the mountains
- Collect herring while avoiding obstacles for high scores
- Race over a variety of surfaces, including fluffy snow and slick ice
- Race in various weather conditions and lighting conditions
- Create your own courses using any paint program such as The GIMP (no 3D modeller required)
- Suitable for all ages.
Download (0.62MB)
Added: 2005-12-21 License: GPL (GNU General Public License) Price:
1425 downloads
Robot Race 3
Robot Race project is an excellent 90% completed Robo Rally server needing an equivalent client. more>>
Robot Race project is an excellent 90% completed Robo Rally server needing an equivalent client.
Robot Race is a race game in which each player attempts to be the first to touch a series of flags by maneuvering a robot across a dynamic race course.
The game is for two to eight players playing independently or on teams. Frequently, the race will mutate into multi-player skirmishes as those players who are behind use their weaponry in an attempt to slow the opposition.
The simultaneous movement rules encourage clever strategies and counterstrategies as players try to second-guess their opponents
Enhancements:
- Changed some filenames to be more intuitive.
- Added an install script to install basic configuration files.
- Trying out the code for newcomers should be much simpler now.
- 3 typos fixed.
<<lessRobot Race is a race game in which each player attempts to be the first to touch a series of flags by maneuvering a robot across a dynamic race course.
The game is for two to eight players playing independently or on teams. Frequently, the race will mutate into multi-player skirmishes as those players who are behind use their weaponry in an attempt to slow the opposition.
The simultaneous movement rules encourage clever strategies and counterstrategies as players try to second-guess their opponents
Enhancements:
- Changed some filenames to be more intuitive.
- Added an install script to install basic configuration files.
- Trying out the code for newcomers should be much simpler now.
- 3 typos fixed.
Download (0.37MB)
Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1069 downloads
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
<<lessThese 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
Download (101MB)
Added: 2006-04-01 License: Open Software License Price:
3156 downloads
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