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Rush 2005 0.4.12c
Rush 2005 is a football game using SDL. more>>
Rush 2005 is a football game using SDL.
Rush 2005 is a BSD-licensed project to create an American football game for Windows and Linux in the tradition of Tecmo Bowl and NFL Blitz, built using the cross-platform SDL game programming library.
<<lessRush 2005 is a BSD-licensed project to create an American football game for Windows and Linux in the tradition of Tecmo Bowl and NFL Blitz, built using the cross-platform SDL game programming library.
Download (4.9MB)
Added: 2006-02-13 License: BSD License Price:
1353 downloads
Rush Hour Puzzle Solver 0.2.7
Rush Hour Puzzle Solver project is a Rush Hour puzzle solver that illustrates the solution with PostScript. more>>
Rush Hour Puzzle Solver project is a Rush Hour puzzle solver that illustrates the solution with PostScript.
Rush Hour Puzzle Solver is a small C++ program that reads a Rush Hour board from a text file and produces a nice PostScript file that shows the shortest solution.
<<lessRush Hour Puzzle Solver is a small C++ program that reads a Rush Hour board from a text file and produces a nice PostScript file that shows the shortest solution.
Download (0.45MB)
Added: 2006-12-20 License: Freely Distributable Price:
1058 downloads
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.
<<lessComplicated 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.
Download (4.5MB)
Added: 2005-11-30 License: GPL (GNU General Public License) Price:
1423 downloads
PyRPM 0.69
PyRPM is an experimental project to look at rpm package management. more>>
PyRPM is an experimental project to look at rpm package management. It is a python module and a collection of scripts that provide similar functionality as rpm, yum and co. It is written from ground up and is implemented only in python. PyRPM project mainly deals with rpm packages, the rpm database rpmdb in /var/lib/rpm, comps.xml files and yum repositories (called repo data).
The reason for this project was to have a codebase with which we can test and verify rpm, rpmdb and yum itself and experiment with new features and implementations very quickly. Python is Red Hats in-house defacto standard, so using python to do rapid prototyping was only logical.
The code itself is still very small and modular. Were constantly looking to improve the code, make it more production ready and remove duplicate functionality. Results from this project back to rpm and co are very important for us to improve the current available Linux tools and not rush with only adding another project for this. Next to working on good algorithms and sane implementations, most code is backed up with verify and testing scripts.
Warning
The PyRPM project is by no means meant to be a full replacement of rpm or yum. In its current state we feel confident that in general it wont break anything, but the code isnt production quality yet.
The check scripts can be safely used as they wont modify anything on your system, so feel free to use them at your convenience.
We personally have been using the yum replacement very extensively and even used it to update our own systems, but thats not even remotely a guarantee that it will work on your machine. It has only been run by a few people until now.
Using it to set up buildroots on the other hand should be very safe as this all happens in a very contained environment (sandbox principle).
Please let us know of any problems you encounter, if possible with some reproducible test cases so we can figure out what might have happened.
Main features:
- Stable and reliable dependency resolver with efficient algorithms:
- Due to the easy nature of python being a rapid prototyping language and the modular design of pyrpm we were able to test and write several generations of dependency resolvers and over time optimize and improve the reliability of it to a point where we are very confident that the results are what a user would expect.
- Handling of multilib systems:
- This is connected to the previous feature. Multilib systems are generally a lot trickier to handle than single arch systems. The algorithms used in pyrpm try to make intelligent choices as to which packages should be installed resp. how packages should be updated.
- Ordering of all packages in a transaction:
- In order for a whole transaction to work reliable it is not enough to just order the installs and updates but also the erase operations properly. In pyrpm we are handling all operations and order them in a way that honors all requirements correctly, even for erases.
- Smart like package selection:
- In pyrpm we are able to make package selections similar to the SMART package manager by trying to downgrade packages or even remove them if dependencies cant be resolved at all. The semi automatic removal is of course optional and not enabled by default.
- Very easy to use scripts to setup changeroots:
- Using pyrpmkickstart you can easily use a typical anaconda kickstart file to do an automated install either on a disk, partition, diskimage or even simple changeroots.
<<lessThe reason for this project was to have a codebase with which we can test and verify rpm, rpmdb and yum itself and experiment with new features and implementations very quickly. Python is Red Hats in-house defacto standard, so using python to do rapid prototyping was only logical.
The code itself is still very small and modular. Were constantly looking to improve the code, make it more production ready and remove duplicate functionality. Results from this project back to rpm and co are very important for us to improve the current available Linux tools and not rush with only adding another project for this. Next to working on good algorithms and sane implementations, most code is backed up with verify and testing scripts.
Warning
The PyRPM project is by no means meant to be a full replacement of rpm or yum. In its current state we feel confident that in general it wont break anything, but the code isnt production quality yet.
The check scripts can be safely used as they wont modify anything on your system, so feel free to use them at your convenience.
We personally have been using the yum replacement very extensively and even used it to update our own systems, but thats not even remotely a guarantee that it will work on your machine. It has only been run by a few people until now.
Using it to set up buildroots on the other hand should be very safe as this all happens in a very contained environment (sandbox principle).
Please let us know of any problems you encounter, if possible with some reproducible test cases so we can figure out what might have happened.
Main features:
- Stable and reliable dependency resolver with efficient algorithms:
- Due to the easy nature of python being a rapid prototyping language and the modular design of pyrpm we were able to test and write several generations of dependency resolvers and over time optimize and improve the reliability of it to a point where we are very confident that the results are what a user would expect.
- Handling of multilib systems:
- This is connected to the previous feature. Multilib systems are generally a lot trickier to handle than single arch systems. The algorithms used in pyrpm try to make intelligent choices as to which packages should be installed resp. how packages should be updated.
- Ordering of all packages in a transaction:
- In order for a whole transaction to work reliable it is not enough to just order the installs and updates but also the erase operations properly. In pyrpm we are handling all operations and order them in a way that honors all requirements correctly, even for erases.
- Smart like package selection:
- In pyrpm we are able to make package selections similar to the SMART package manager by trying to downgrade packages or even remove them if dependencies cant be resolved at all. The semi automatic removal is of course optional and not enabled by default.
- Very easy to use scripts to setup changeroots:
- Using pyrpmkickstart you can easily use a typical anaconda kickstart file to do an automated install either on a disk, partition, diskimage or even simple changeroots.
Download (0.35MB)
Added: 2007-05-08 License: GPL (GNU General Public License) Price:
900 downloads
Glotski 0.2
Glotski project is a sliding block puzzle game. more>>
Glotski project is a sliding block puzzle game.
Glotski is a game in which you drag blocks around until you attain inner peace or reach the desired goal, whichever comes first.
Its a very generalized version of "Rush Hour" , and also resembles the game Klotski.
Enhancements:
- Interface spruced up, with menu, status line
- Added Goal window to show you what youre supposed to do
- Many bugs fixed (Undoing previous goals, correct Gnome setup)
- Still to do: add ability to resize, add ability to use pixmaps for pieces, perhaps add some antialiased effects (i.e. transparent drag), make some UI tweaks for better Gnome compliance
<<lessGlotski is a game in which you drag blocks around until you attain inner peace or reach the desired goal, whichever comes first.
Its a very generalized version of "Rush Hour" , and also resembles the game Klotski.
Enhancements:
- Interface spruced up, with menu, status line
- Added Goal window to show you what youre supposed to do
- Many bugs fixed (Undoing previous goals, correct Gnome setup)
- Still to do: add ability to resize, add ability to use pixmaps for pieces, perhaps add some antialiased effects (i.e. transparent drag), make some UI tweaks for better Gnome compliance
Download (0.024MB)
Added: 2006-12-01 License: GPL (GNU General Public License) Price:
1062 downloads
TTraffic 0.8
TTraffic project is a Tcl/Tk version of the game Rush Hour. more>>
TTraffic project is a Tcl/Tk version of the game Rush Hour created by Binary Arts Coporation.
The goal is to remove the red car from the grid through the slot on the right. To do this you, have to slide the other cars out of the way.
TTraffic is inspired by GTraffic, the Gnome version Rush Hour.
TTraffic comes with about 15.000 puzzles ranging from intermediate to expert. These puzzles were automatically created by the program gtlevel.
TTraffic has been tested on Linux, Macintosh, Windows and Windows NT.
<<lessThe goal is to remove the red car from the grid through the slot on the right. To do this you, have to slide the other cars out of the way.
TTraffic is inspired by GTraffic, the Gnome version Rush Hour.
TTraffic comes with about 15.000 puzzles ranging from intermediate to expert. These puzzles were automatically created by the program gtlevel.
TTraffic has been tested on Linux, Macintosh, Windows and Windows NT.
Download (0.090MB)
Added: 2006-12-05 License: GPL (GNU General Public License) Price:
1057 downloads
Tribal Trouble 2 Beta 0.9
Tribal Trouble 2 Beta 0.9 brings users a fast-paced amazing real time strategy game in the wacky Viking age where pillaging and plundering were everyone favorite pastimes. more>> Tribal Trouble 2 Beta 0.9 brings users a fast-paced amazing real time strategy game in the wacky Viking age where pillaging and plundering were everyone favorite pastimes.
Create your own Viking chieftain (or chieftess), sail on quests to foreign places, challenge other online players to battle and then go spend your loot on more Viking gear!
Enhancements:
- Number of players on each island shown on the Hall map.
- Players can create their own rooms in the Hall.
- The Lur Blaster will no longer lose energy if he is stunned while playing a tune.
- Initial cease-fire period reduced in treasure games to avoid tower axemen rushing.
Requirements: Java 2 Standard Edition Runtime Environment
Added: 2009-05-06 License: Freeware Price: FREE
811 downloads
Tellu 2.4.0
Tellu computer inspector collects hardware and software information. more>>
Tellu computer inspector collects hardware and software information from large computer client networks, and stores data in MySQL database.
Tellu package is divided into three sub-packages: Client, Server and Skin. Client and server packages are essential for Tellu to work. Client program collects the actual information from network, and sends them to the server which saves the data in local or remote MySQL database.
Skin is an optional interface top of that database, but to get fun out of Tellu, it is recommended to install. Server package also contains a monitoring server, which collects information about Tellu server. There is a Motif based client for monitoring server activity, which uses monitoring server to read actual activity data.
Enhancements:
- Support for a compressed protocol was added in the client and the server.
- A rush tolerance option was added, which delays the client from starting more than once within fifteen seconds.
- A process count in realtime resource usage collection was added.
- The capability to collect new hardware items was added in client.
- An attachment browser was added in the skin, and some other improvements were made in the skin.
<<lessTellu package is divided into three sub-packages: Client, Server and Skin. Client and server packages are essential for Tellu to work. Client program collects the actual information from network, and sends them to the server which saves the data in local or remote MySQL database.
Skin is an optional interface top of that database, but to get fun out of Tellu, it is recommended to install. Server package also contains a monitoring server, which collects information about Tellu server. There is a Motif based client for monitoring server activity, which uses monitoring server to read actual activity data.
Enhancements:
- Support for a compressed protocol was added in the client and the server.
- A rush tolerance option was added, which delays the client from starting more than once within fifteen seconds.
- A process count in realtime resource usage collection was added.
- The capability to collect new hardware items was added in client.
- An attachment browser was added in the skin, and some other improvements were made in the skin.
Download (9.4MB)
Added: 2006-06-13 License: Free for non-commercial use Price:
1231 downloads
rndCiv 0.7.2
rndCiv (Random Civ) are randomized rulesets for Freeciv. more>>
rndCiv (Random Civ) are randomized rulesets for Freeciv.
If you play freeciv a lot, youll probably start to find that the games start to become the same, they blur into each other and after a while even though you love the game it starts to become boring and too easy.
Well i did, each game becomes a rush to The Republic, Gunpowder and Steam Engine. And one reason for that is that the techtree becomes totally sussed out. But techtrees are arbitrary anyway, and in another slightly different world they would be different. Sure you can download mod packs, but the problem reappears, after a while you learn their techtree, and youre back to square one.
rndCiv, is a solution to this problem. What rndCiv does is blend different genres together to produce unique (but still playable) techtrees. Its not random like Monarchy and Radio lead to Genetic Engineering, that would be silly. Its random like, Sailing could come from Boating, Map Making, Seafaring, Astronomy, or Craftsmanship. So pick two and get on with it.
Because the Techs, Units, Buildings and Governments are bundled into different generas, then you can get rndCiv to build a techtree (with related Units, Buildings & Governments) for whatever set of generas youd like to play with. Its a Meta-Modpack.
This code is beta, it works, it occasionally crashes the server (so save often), it also crashes the client (when you look up the help system for some units - weird), and its rules need to be fine-tuned.
Quick Start:
For a quick intro, try this command
./rndCiv.pl random4
then read the rulesets in the ./ouput dir
what i do, is symlink the output dir to freeciv/data/rnd and set rulesetdir to rnd
The ruleset.summary file gives a qick overview of the ruleset.
The techtree.dot file can be fed into the dot graph generator....
dot -Tps -o techtree.ps techtree.dot
gv techtree.ps
Then start civ..
./civ --tiles=rnd
and when in the civ server control mode, set the rule dir
/rulesetdir rnd
add other game options to suit, and start
<<lessIf you play freeciv a lot, youll probably start to find that the games start to become the same, they blur into each other and after a while even though you love the game it starts to become boring and too easy.
Well i did, each game becomes a rush to The Republic, Gunpowder and Steam Engine. And one reason for that is that the techtree becomes totally sussed out. But techtrees are arbitrary anyway, and in another slightly different world they would be different. Sure you can download mod packs, but the problem reappears, after a while you learn their techtree, and youre back to square one.
rndCiv, is a solution to this problem. What rndCiv does is blend different genres together to produce unique (but still playable) techtrees. Its not random like Monarchy and Radio lead to Genetic Engineering, that would be silly. Its random like, Sailing could come from Boating, Map Making, Seafaring, Astronomy, or Craftsmanship. So pick two and get on with it.
Because the Techs, Units, Buildings and Governments are bundled into different generas, then you can get rndCiv to build a techtree (with related Units, Buildings & Governments) for whatever set of generas youd like to play with. Its a Meta-Modpack.
This code is beta, it works, it occasionally crashes the server (so save often), it also crashes the client (when you look up the help system for some units - weird), and its rules need to be fine-tuned.
Quick Start:
For a quick intro, try this command
./rndCiv.pl random4
then read the rulesets in the ./ouput dir
what i do, is symlink the output dir to freeciv/data/rnd and set rulesetdir to rnd
The ruleset.summary file gives a qick overview of the ruleset.
The techtree.dot file can be fed into the dot graph generator....
dot -Tps -o techtree.ps techtree.dot
gv techtree.ps
Then start civ..
./civ --tiles=rnd
and when in the civ server control mode, set the rule dir
/rulesetdir rnd
add other game options to suit, and start
Download (0.16MB)
Added: 2006-01-12 License: GPL (GNU General Public License) Price:
1380 downloads
Sarien 0.7.0
Sarien project is a Sierra AGI interpreter for games like Kings Quest and Space Quest. more>>
Sarien project is a Sierra AGI interpreter for games like Kings Quest and Space Quest.
Sarien is a portable Sierra AGI resource interpreter engine that allows you to play Sierra On-Line AGI version 2 and version 3 games (such as Space Quest 1 and 2, and Leisure Suit Larry in the Land of the Lounge Lizards) natively in Linux, Solaris, Windows, and other platforms.
Enhancements:
- added QNX native sound driver (untested)
- ported to DOS 16-bit using Turbo C++
- started MacOS port using MPW (incomplete)
- changed palette to use Amiga-ish colors instead of PC EGA
- added "crc" command to the interpreter console
- sprite blitting algorithm changed to work with hidden screens
- fixed add.to.pic to erase and re-blit all sprites
- reimplemented options -C (show game CRC), -L (list games) and -P (picture viewer)
- unk_xxx command names changed to official names
- added Amiga Gold Rush! 2.05 game ID
- added support to Amiga v3 games
- added support to Amiga sound emulation
- fixed input prompt in normal input mode
- using table instead of computed values for priority bands
- implemented set.pri.base (used in KQ4)
- implemented echo.line (to repeat last input line with F3)
- implemented adj.ego.move.to.x.y (for click-to-walk interface)
- added mouse event support to the X11, SDL and Win32 drivers
- added debug info on status line (activated with key F11)
- implemented click-to-walk mouse interface
- menu system rewritten to allow mouse operation
- added experimental hi-res picture mode (switch with toggle.monitor)
- added mouse support in the picture viewer
- added SGML man page (use docbook-to-man to create the roff file)
- added AGI Mouse 1.0 protocol emulation
- merged Richard Houles MacOS X port
- merged Paul Hills Amiga port
- merged Vasyl Tsvirkunovs PocketPC port
- added experimental support to noise channel
- implemented picture offset according to configure.screen
- implemented invisible ego signaling
- fixed command get.num
- fixed controller reset (moved to the end of the cycle)
- fixed v3 game loading in big-endian machines
- sound tuning improved, added chorus and envelope release
- savegame subsystem rewritten
<<lessSarien is a portable Sierra AGI resource interpreter engine that allows you to play Sierra On-Line AGI version 2 and version 3 games (such as Space Quest 1 and 2, and Leisure Suit Larry in the Land of the Lounge Lizards) natively in Linux, Solaris, Windows, and other platforms.
Enhancements:
- added QNX native sound driver (untested)
- ported to DOS 16-bit using Turbo C++
- started MacOS port using MPW (incomplete)
- changed palette to use Amiga-ish colors instead of PC EGA
- added "crc" command to the interpreter console
- sprite blitting algorithm changed to work with hidden screens
- fixed add.to.pic to erase and re-blit all sprites
- reimplemented options -C (show game CRC), -L (list games) and -P (picture viewer)
- unk_xxx command names changed to official names
- added Amiga Gold Rush! 2.05 game ID
- added support to Amiga v3 games
- added support to Amiga sound emulation
- fixed input prompt in normal input mode
- using table instead of computed values for priority bands
- implemented set.pri.base (used in KQ4)
- implemented echo.line (to repeat last input line with F3)
- implemented adj.ego.move.to.x.y (for click-to-walk interface)
- added mouse event support to the X11, SDL and Win32 drivers
- added debug info on status line (activated with key F11)
- implemented click-to-walk mouse interface
- menu system rewritten to allow mouse operation
- added experimental hi-res picture mode (switch with toggle.monitor)
- added mouse support in the picture viewer
- added SGML man page (use docbook-to-man to create the roff file)
- added AGI Mouse 1.0 protocol emulation
- merged Richard Houles MacOS X port
- merged Paul Hills Amiga port
- merged Vasyl Tsvirkunovs PocketPC port
- added experimental support to noise channel
- implemented picture offset according to configure.screen
- implemented invisible ego signaling
- fixed command get.num
- fixed controller reset (moved to the end of the cycle)
- fixed v3 game loading in big-endian machines
- sound tuning improved, added chorus and envelope release
- savegame subsystem rewritten
Download (0.027MB)
Added: 2006-11-07 License: GPL (GNU General Public License) Price:
1083 downloads
Cowbell Music Organizer 0.2.7.1
Cowbell is an elegant music organizer intended to make keeping your collection tidy both fun and easy. more>>
Cowbell Music Organizer is an elegant music organizer intended to make keeping your collection tidy both fun and easy.
Do you ever pull your hair out trying to hand-edit all your tags with some arcane editor? Tell your inner OCD to take a hike because Cowbell is coming into town.
Cowbell is an elegant music organizer intended to make keeping your collection tidy both fun and easy.
Infused with Amazon Web Services SOAP-fu, Cowbell can whip your music platoon into shape without even getting your boots muddy. And, if that isnt enough to make you want to rush to the Download link, Cowbell can also snatch album art and rename your music files like a pro.
<<lessDo you ever pull your hair out trying to hand-edit all your tags with some arcane editor? Tell your inner OCD to take a hike because Cowbell is coming into town.
Cowbell is an elegant music organizer intended to make keeping your collection tidy both fun and easy.
Infused with Amazon Web Services SOAP-fu, Cowbell can whip your music platoon into shape without even getting your boots muddy. And, if that isnt enough to make you want to rush to the Download link, Cowbell can also snatch album art and rename your music files like a pro.
Download (0.23MB)
Added: 2006-05-09 License: GPL (GNU General Public License) Price:
1266 downloads
PyTraffic 2.5.4
PyTraffic is a Python version of the board game Rush Hour created by Binary Arts Coporation. more>>
PyTraffic is a computer version of the board puzzle Rush Hour invented by the famous puzzle designer Nob Yoshigahara and commercialized by Binary Arts Corporation.
The goal of PyTraffic project is to remove the red car out of the grid through the slot on the right. To do this you have to slide the other cars out of the way. PyTraffic is written in the scripting language Python.
Playing the game on a real board is much more fun than playing it on the computer (ask my daughter!). So after having used PyTraffic you may consider buying the real thing.
Main features:
- PyTraffic comes with about 19.000 puzzles ranging in difficulty from "Intermediate" to "Expert".
- In addition it is possible to play "Trivial" and "Easy" levels which are generated on the fly. These are suitable for small children. My six year old daughter Sarah routinely does "Easy" puzzles.
- PyTraffic has a help facility which is able to find the best move in every position. It is available through a button on the toolbar.
- PyTraffic comes with several "themes". Some of the themes have a 3D-look. Making your own themes is not very hard.
<<lessThe goal of PyTraffic project is to remove the red car out of the grid through the slot on the right. To do this you have to slide the other cars out of the way. PyTraffic is written in the scripting language Python.
Playing the game on a real board is much more fun than playing it on the computer (ask my daughter!). So after having used PyTraffic you may consider buying the real thing.
Main features:
- PyTraffic comes with about 19.000 puzzles ranging in difficulty from "Intermediate" to "Expert".
- In addition it is possible to play "Trivial" and "Easy" levels which are generated on the fly. These are suitable for small children. My six year old daughter Sarah routinely does "Easy" puzzles.
- PyTraffic has a help facility which is able to find the best move in every position. It is available through a button on the toolbar.
- PyTraffic comes with several "themes". Some of the themes have a 3D-look. Making your own themes is not very hard.
Download (2.4MB)
Added: 2007-02-27 License: GPL (GNU General Public License) Price:
969 downloads
Frugal Windowing Environment 0.1.5
Frugal Windowing Environment, or FWE, is my basic windowing system for framebuffers. more>>
Frugal Windowing Environment, or FWE, is my basic windowing system for framebuffers. It currently works under Linux only and is in an alpha stage of development. The project is the logical next step from my previous system, FrameBufferUI (fbui), which is a small, in-kernel graphical user interface for Linux.
Main features:
- Frugality
- Small size (the current alpha version is 20 kB).
- Minimal resource requirements.
- Software simplicity
- Client-server architecture, with clients potentially located on remote computers (disabled at present)
- Graphics on each console with one server each.
- Basic drawing commands needed for frugal applications.
- Software bloat keeps us all on the treadmill of always buying new hardware, which ultimately new software makes painfully slow, thus we are always falling behind. But the software makes the system slow because it is poorly designed and poorly implemented and rushed work, with the frequent consequence that it is bloated. Thus the purchasing-treadmill is economically and materially wasteful. It profits the few while making the many suffer unnecessarily.
- Bloat is also bad for the Environment (which we live in and rely upon) since the manufacture of computer equipment involves the use of numerous very nasty chemicals which inevitably end up in the soil, water and air. Similarly the disposal of electronics results in chemicals leaching out of circuit boards, LCDs (which contain mercury) et cetera, which then enter the biosphere. We cannot afford to pretend this problem doesnt exist and we cannot afford to leave it to self-serving politicians to solve. It is better to solve the problem at the source: buy less hardware. (Article)
- Liberation from bloat is liberation from rushed work, poorly managed projects, and bad engineering. It is liberation from those project managers and programmers who, rather than produce better, leaner, less buggy software, pass on the consequences of their bad choice to users who must pay to upgrade their hardware to accommodate the bloat. And as that software gets bigger and bulk is piled upon bulk, increasing numbers of bugs and vulnerabilities arise which require, you guessed it, more upgrades.
<<lessMain features:
- Frugality
- Small size (the current alpha version is 20 kB).
- Minimal resource requirements.
- Software simplicity
- Client-server architecture, with clients potentially located on remote computers (disabled at present)
- Graphics on each console with one server each.
- Basic drawing commands needed for frugal applications.
- Software bloat keeps us all on the treadmill of always buying new hardware, which ultimately new software makes painfully slow, thus we are always falling behind. But the software makes the system slow because it is poorly designed and poorly implemented and rushed work, with the frequent consequence that it is bloated. Thus the purchasing-treadmill is economically and materially wasteful. It profits the few while making the many suffer unnecessarily.
- Bloat is also bad for the Environment (which we live in and rely upon) since the manufacture of computer equipment involves the use of numerous very nasty chemicals which inevitably end up in the soil, water and air. Similarly the disposal of electronics results in chemicals leaching out of circuit boards, LCDs (which contain mercury) et cetera, which then enter the biosphere. We cannot afford to pretend this problem doesnt exist and we cannot afford to leave it to self-serving politicians to solve. It is better to solve the problem at the source: buy less hardware. (Article)
- Liberation from bloat is liberation from rushed work, poorly managed projects, and bad engineering. It is liberation from those project managers and programmers who, rather than produce better, leaner, less buggy software, pass on the consequences of their bad choice to users who must pay to upgrade their hardware to accommodate the bloat. And as that software gets bigger and bulk is piled upon bulk, increasing numbers of bugs and vulnerabilities arise which require, you guessed it, more upgrades.
Download (0.032MB)
Added: 2007-07-31 License: GPL (GNU General Public License) Price:
815 downloads
Mad Bomber 0.2.5
Mad Bomber project is a SDL-based clone of Activisions 2600 game. more>>
Mad Bomber project is a SDL-based clone of Activisions 2600 game.
Mad Bomber is a clone of Activisions 1981 Atari 2600 classic, "Kaboom!" The Mad Bomber rushes back and forth at the top of the screen and drops bombs which you must catch with your bucket. If one drops, you lose a bucket and go back one level.
One or two players can play, using keyboard or mouse.
There is also a "versus" mode where player two controls the Mad Bomber.
Main features:
- Runs on a variety of platforms, including PDAs!
- Controlled with mouse or keyboard.
- One- and two-player modes, including two-player versus.
- On desktop systems, Mad Bomber can be run in a window or fullscreen, in 640x480 resolution.
- Mad Bomber optionally supports stereo sound, and includes music. Volume settings can be changed in the options screen.
- You can choose to play either with an attractive photo-realistic background, or with a plain (zen) Kaboom!-style background.
- A handicap can be set for either or both player, reducing the width of their bucket to half-size.
- High score and options are saved.
Enhancements:
- Now takes advantage of SDL_mixers left/right stereo panning support. (For splashes and explosions.)
<<lessMad Bomber is a clone of Activisions 1981 Atari 2600 classic, "Kaboom!" The Mad Bomber rushes back and forth at the top of the screen and drops bombs which you must catch with your bucket. If one drops, you lose a bucket and go back one level.
One or two players can play, using keyboard or mouse.
There is also a "versus" mode where player two controls the Mad Bomber.
Main features:
- Runs on a variety of platforms, including PDAs!
- Controlled with mouse or keyboard.
- One- and two-player modes, including two-player versus.
- On desktop systems, Mad Bomber can be run in a window or fullscreen, in 640x480 resolution.
- Mad Bomber optionally supports stereo sound, and includes music. Volume settings can be changed in the options screen.
- You can choose to play either with an attractive photo-realistic background, or with a plain (zen) Kaboom!-style background.
- A handicap can be set for either or both player, reducing the width of their bucket to half-size.
- High score and options are saved.
Enhancements:
- Now takes advantage of SDL_mixers left/right stereo panning support. (For splashes and explosions.)
Download (2.6MB)
Added: 2006-11-16 License: GPL (GNU General Public License) Price:
1338 downloads
Quake2Forge 0.5.5
Quake2Forge project is a portable, stable Quake II engine. more>>
Quake2Forge project is a portable, stable Quake II engine.
Quake2Forge is a portable, stable Quake II engine maintaining backward-compatibility with id Softwares version.
QuakeForge is a 3D graphics game engine based on id Softwares legendary Quake and QuakeWorld game engine. Our purpose? To improve the state of the game by improving the engine and making it accessable to the largest number of players we can.
Arguably the single most important issue on the minds of players today is the rampant cheating which is currently happening on many of the larger servers. Its a serious problem and it really makes a good game hard to find. Were working hard to fix these problems at the engine level.
But what good is that if you have to have a copy of our client and the server has to run our server? There are other projects out there and some of them have very unique qualities. QuakeForge is cooperating with QSG, a group comprised of representatives from nearly every known Quake source project to ensure that our clients and servers run with other clients and servers just fine. We have all agreed to implement any effective cheat prevention methods.
Other things were doing include merging the two code trees, adding features, and improving the OpenGL renderer. And QuakeForge is still the most portable source tree based on the id Software code.
Enhancements:
- bring back a bunch of fixes from 0.5.3 (including news items) that got lost in the rushed release of 0.5.4
- more cvar renaming: scr_consize -> con_size, scr_conspeed -> con_speed, gl_conalpha -> con_alpha, vid_conwidth -> con_width, vid_conheight -> con_height, show_fps -> hud_fps, show_ping
- demo_speed no longer affects console scrolling or cursor blink rate
- save game loading fixed
- QNX fixes from Mike Gorchak
- server clients work with mvds
<<lessQuake2Forge is a portable, stable Quake II engine maintaining backward-compatibility with id Softwares version.
QuakeForge is a 3D graphics game engine based on id Softwares legendary Quake and QuakeWorld game engine. Our purpose? To improve the state of the game by improving the engine and making it accessable to the largest number of players we can.
Arguably the single most important issue on the minds of players today is the rampant cheating which is currently happening on many of the larger servers. Its a serious problem and it really makes a good game hard to find. Were working hard to fix these problems at the engine level.
But what good is that if you have to have a copy of our client and the server has to run our server? There are other projects out there and some of them have very unique qualities. QuakeForge is cooperating with QSG, a group comprised of representatives from nearly every known Quake source project to ensure that our clients and servers run with other clients and servers just fine. We have all agreed to implement any effective cheat prevention methods.
Other things were doing include merging the two code trees, adding features, and improving the OpenGL renderer. And QuakeForge is still the most portable source tree based on the id Software code.
Enhancements:
- bring back a bunch of fixes from 0.5.3 (including news items) that got lost in the rushed release of 0.5.4
- more cvar renaming: scr_consize -> con_size, scr_conspeed -> con_speed, gl_conalpha -> con_alpha, vid_conwidth -> con_width, vid_conheight -> con_height, show_fps -> hud_fps, show_ping
- demo_speed no longer affects console scrolling or cursor blink rate
- save game loading fixed
- QNX fixes from Mike Gorchak
- server clients work with mvds
Download (MB)
Added: 2006-12-06 License: GPL (GNU General Public License) Price:
1054 downloads
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