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Battle of Survival 2.0.1
Battle of Survival is a real-time strategy game using the Stratagus game engine. more>>
Battle of Survival is a real-time strategy game using the Stratagus game engine.
The engine and the game are evolving a lot. Therefore, the game will work only with the version of the Stratagus engine matching the release !
Main features:
- New units
- More detailed maps based on full image. This uses the new lua map format in stratagus 2.2
- Improved UI
- New menu system
<<lessThe engine and the game are evolving a lot. Therefore, the game will work only with the version of the Stratagus engine matching the release !
Main features:
- New units
- More detailed maps based on full image. This uses the new lua map format in stratagus 2.2
- Improved UI
- New menu system
Download (48.3MB)
Added: 2006-12-21 License: GPL (GNU General Public License) Price:
1041 downloads
Invasion Battle of Survival 2.3
Invasion Battle of Survival us a futuristic real-time strategy game. more>>
Invasion Battle of Survival us a futuristic real-time strategy game.
Bos Wars is a futuristic real-time strategy game. It is possible to play against human opponents over LAN, internet, or against the computer. It successfully runs under Linux and MS Windows. It should run on BSD, MacOS/X, MacOS/Darwin and BeOS.
Defend against your enemies and keep your economy running.
Bos Wars aims to create a completly original and fun open source RTS game.
Enhancements:
- The project changed its name into Bos Wars.
- The engine got merged into Bos Wars in order to ease and speed up the development.
- Support Lua 5.1
<<lessBos Wars is a futuristic real-time strategy game. It is possible to play against human opponents over LAN, internet, or against the computer. It successfully runs under Linux and MS Windows. It should run on BSD, MacOS/X, MacOS/Darwin and BeOS.
Defend against your enemies and keep your economy running.
Bos Wars aims to create a completly original and fun open source RTS game.
Enhancements:
- The project changed its name into Bos Wars.
- The engine got merged into Bos Wars in order to ease and speed up the development.
- Support Lua 5.1
Download (44MB)
Added: 2007-03-07 License: Freeware Price:
962 downloads
Falling 1.0 RC1
Falling is a fast-paced survival game involving a ball falling through wooden planks. more>>
Falling is a fast-paced survival game involving a ball falling through wooden planks.
Falling is a survival game where the user controls a small steel ball and tries to roll it through holes in floors which are constantly moving up.
Avoid being crushed between the top of the window and a floor, avoid mechanical sticks of TNT that explode on contact, and avoid magnetic balloons which pull you to the top of the screen.
Collect jewels for extra points. Try to survive as long as possible!
<<lessFalling is a survival game where the user controls a small steel ball and tries to roll it through holes in floors which are constantly moving up.
Avoid being crushed between the top of the window and a floor, avoid mechanical sticks of TNT that explode on contact, and avoid magnetic balloons which pull you to the top of the screen.
Collect jewels for extra points. Try to survive as long as possible!
Download (1.0MB)
Added: 2006-11-06 License: GPL (GNU General Public License) Price:
1083 downloads
Foundation 0.2.0
Foundation project is a real-time multi-player space conquest game. more>>
Foundation project is a real-time multi-player space conquest game.
OpenGL hardware support is recommended. Goals include researching new technology, colonizing distant planets, and fighting intense 3D fleet battles for survival.
Main features:
- colonization
- production of new units, facilities and ships
- research new technology to give you an edge
- space battles
Enhancements:
- more high-level network code (can now transfer fleet info)
- can now build ships
- wont crash if youre not connected to a server but try send a msg
- texture caching system
- fixed check for if a planet is building a certain structure
- slight changes to planetview and fleetview layout
- added more components to fleetview
- moved id to platform class, fleets and planets now both have IDs
- fleet movement mostly complete, still have to deal with deleting fleets
- fixed production bug, need resources now
<<lessOpenGL hardware support is recommended. Goals include researching new technology, colonizing distant planets, and fighting intense 3D fleet battles for survival.
Main features:
- colonization
- production of new units, facilities and ships
- research new technology to give you an edge
- space battles
Enhancements:
- more high-level network code (can now transfer fleet info)
- can now build ships
- wont crash if youre not connected to a server but try send a msg
- texture caching system
- fixed check for if a planet is building a certain structure
- slight changes to planetview and fleetview layout
- added more components to fleetview
- moved id to platform class, fleets and planets now both have IDs
- fleet movement mostly complete, still have to deal with deleting fleets
- fixed production bug, need resources now
Download (MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1066 downloads
Intellidiscs 1.1
Intellidiscs is a Remake of Tron: Deadly Discs for the classic Intellivision console. more>>
Intellidiscs is a Remake of Tron: Deadly Discs for the classic Intellivision console. Its also one of the few, if not the first, Tron freeware games that has nothing to do with light-cycles.
Basically, you run around in an arena fighting off bad guys with your disc. There are four different varieties of bad guy, and one of them has three different varieties of disc. More difficult enemies appear as your score increases, with the most difficult showing up if you can reach 1,000,000 points.
Bad guys enter through doors on the sides of the arena. You can jam these doors open by either hitting them with your disc, or by running into them. If you jam open doors that are opposite each other, you can run in one side and come out the other. This is very important to your survival.
If you jam enough doors, eventually a recognizer will be dispatched to fix them. If you can hit the recognizer when its eye is open, it will stop fixing the doors and leave the arena. Plus, you get lots of points for this.
You can take three hits before you die, and every hit makes you slower! You will eventually recover from damage, regaining your speed as well. Touching the recognizer kills you instantly, so dont do it.
Default controls are the familiar WASD to move, and the outer keys of numpad (1, 2, 3, 4, 6, 7, 8, 9, non-Mac users turn Num Lock on!) throw your disc in any of eight directions. If you press one of the throw keys while your disc is in flight, it will return to you. Discs are harmless when returning. If you move away from your disc as it is flying back, it will never catch up to you, you must stop and catch it. All of the controls can be changed from the main menu.
<<lessBasically, you run around in an arena fighting off bad guys with your disc. There are four different varieties of bad guy, and one of them has three different varieties of disc. More difficult enemies appear as your score increases, with the most difficult showing up if you can reach 1,000,000 points.
Bad guys enter through doors on the sides of the arena. You can jam these doors open by either hitting them with your disc, or by running into them. If you jam open doors that are opposite each other, you can run in one side and come out the other. This is very important to your survival.
If you jam enough doors, eventually a recognizer will be dispatched to fix them. If you can hit the recognizer when its eye is open, it will stop fixing the doors and leave the arena. Plus, you get lots of points for this.
You can take three hits before you die, and every hit makes you slower! You will eventually recover from damage, regaining your speed as well. Touching the recognizer kills you instantly, so dont do it.
Default controls are the familiar WASD to move, and the outer keys of numpad (1, 2, 3, 4, 6, 7, 8, 9, non-Mac users turn Num Lock on!) throw your disc in any of eight directions. If you press one of the throw keys while your disc is in flight, it will return to you. Discs are harmless when returning. If you move away from your disc as it is flying back, it will never catch up to you, you must stop and catch it. All of the controls can be changed from the main menu.
Download (2.8MB)
Added: 2007-05-01 License: Freeware Price:
908 downloads
Zombie Master Dedicated Server 1.1.2
Zombie Master is a multiplayer survival horror FPS/RTS mod for Half-Life 2. more>>
Zombie Master project is a multiplayer survival horror FPS/RTS mod for Half-Life 2. A team of FPS-playing humans attempts to complete map-specific objectives while an RTS player controls the zombie horde with only one goal: death to all humans.
He is the Zombie Master.
Enhancements:
- [fix] Weapons were sometimes hard to pick up
- [fix] Fast shooting exploits in shotgun and rifle
- [tweak] Health indication in player identification display
- [tweak] ZM resource limit server setting zm_resource_limit (default 4000)
- [fix] Team changes (including to spectator after death) had erratic results
- [feature] Muting players
- [tweak] Weapon flags failed to reset in some situations after forcehuman/forcemaster team switching
- [fix] ZM preference window came up when the ZM camera toggled
- [fix] Zombie spawns could still be clicked when inactive
- [fix] Voting for roundrestart could be spammed
- [fix] DOTD chalkboard weirded out
- Plus minor fixes to the maps.
As usual, if your game goes horridly wrong after patching, try reinstalling with the 1.1.2 full installer.
UPDATE: If you experience the spectator bug after patching to 1.1.2, it is recommended you do a clean install using the full 1.1.2 installer.
<<lessHe is the Zombie Master.
Enhancements:
- [fix] Weapons were sometimes hard to pick up
- [fix] Fast shooting exploits in shotgun and rifle
- [tweak] Health indication in player identification display
- [tweak] ZM resource limit server setting zm_resource_limit (default 4000)
- [fix] Team changes (including to spectator after death) had erratic results
- [feature] Muting players
- [tweak] Weapon flags failed to reset in some situations after forcehuman/forcemaster team switching
- [fix] ZM preference window came up when the ZM camera toggled
- [fix] Zombie spawns could still be clicked when inactive
- [fix] Voting for roundrestart could be spammed
- [fix] DOTD chalkboard weirded out
- Plus minor fixes to the maps.
As usual, if your game goes horridly wrong after patching, try reinstalling with the 1.1.2 full installer.
UPDATE: If you experience the spectator bug after patching to 1.1.2, it is recommended you do a clean install using the full 1.1.2 installer.
Download (82.3MB)
Added: 2007-06-26 License: Freeware Price:
899 downloads
Distributed Hardware Evolution Project
Distributed Hardware Evolution Project is populations of circuits evolving in a distributed online genetic algorithm. more>>
The Distributed Hardware Evolution Project allows the distribution of a genetic algorithm evolving hardware designs across the Internet by setting up an island on each clients PC which will evolve during idle time. Individuals from these islands will migrate between each other as they compete for survival.
All source code is available at Sourceforge under the projects named JaGa, DistrIT, and IslandEv. The source code is generalizable to any genetic algorithm or distributed processing task.
<<lessAll source code is available at Sourceforge under the projects named JaGa, DistrIT, and IslandEv. The source code is generalizable to any genetic algorithm or distributed processing task.
Download (0.006MB)
Added: 2005-04-01 License: GPL (GNU General Public License) Price:
1670 downloads
IGE - Outer Space 0.5.65
IGE - Outer Space is an on-line strategy game with SciFi theme. more>>
IGE - Outer Space is an on-line strategy game with SciFi theme.
IGE - Outer Space is an on-line strategy game which takes place in the dangerous universe. You must become the commander of many stars, planets, and great fleets and you will struggle for survival with other commanders.
Outer Space communicates with the server in the same way as your browser, but you will need a special client to play it. Using this client you can create an account on the server and you can start to explore the world of the Outer Space.
<<lessIGE - Outer Space is an on-line strategy game which takes place in the dangerous universe. You must become the commander of many stars, planets, and great fleets and you will struggle for survival with other commanders.
Outer Space communicates with the server in the same way as your browser, but you will need a special client to play it. Using this client you can create an account on the server and you can start to explore the world of the Outer Space.
Download (MB)
Added: 2007-08-13 License: GPL (GNU General Public License) Price:
805 downloads
Zorn 0.1.8
Zorn is a 2D top-view space shooter written in Python, using SDL and OpenGL. more>>
Zorn is a 2D top-view space shooter written in Python, using SDL and OpenGL.
There is no story. Oh, there used to be one. A story about a fledgling civilisation, alien technologies, unfathomable enemies and valiant struggles.
This quickly gave way to survival, then to revenge, then to hatred and spite. Now, there is only the anger. The Zorn. And you are one with it.
Zorn is a 2D top-view space shooter. Zorn is pronounced "TSORN" and is German, meaning anger, rage or wrath.
Zorn is written in the Python language for maximum portability. Python is an object oriented, (originally) interpreted language with a wide base of library functions. Zorn uses OpenGL for graphics through the PyOpenGL bindings, and SDL for window management and input through the PyGame bindings. The rest is done with the standard Python libraries.
Despite the exclusive use of OpenGL for graphics, Zorn is a 2D game. However, using OpenGL has the benefits of hardware accelleration (where available, but I wouldnt try this without it), resolution and color depth independence, and free rotation and scaling. The main view is a top-down view of the players ship, with the map rotating around the player, not vice versa.
Zorn is designed, from the ground up, to be an open source project. This does not mean that only an idea is provided, and the "community" is expected to magically jump in and do the heavy lifting. For from it: I (Ben) am currently confident I can write every aspect of the game (strategic AI would be beyond my experience, but (or therefore ?-) Zorn does not use any). Instead, the code is written with readability and reusability in mind.
Specifically, I hope that the code can serve as an example or tutorial of 2D graphics with OpenGL and Python, and I hope the individual "engines", at least, will be of use to someone. Perhaps even the entire game can be forked to create something entirely different!
<<lessThere is no story. Oh, there used to be one. A story about a fledgling civilisation, alien technologies, unfathomable enemies and valiant struggles.
This quickly gave way to survival, then to revenge, then to hatred and spite. Now, there is only the anger. The Zorn. And you are one with it.
Zorn is a 2D top-view space shooter. Zorn is pronounced "TSORN" and is German, meaning anger, rage or wrath.
Zorn is written in the Python language for maximum portability. Python is an object oriented, (originally) interpreted language with a wide base of library functions. Zorn uses OpenGL for graphics through the PyOpenGL bindings, and SDL for window management and input through the PyGame bindings. The rest is done with the standard Python libraries.
Despite the exclusive use of OpenGL for graphics, Zorn is a 2D game. However, using OpenGL has the benefits of hardware accelleration (where available, but I wouldnt try this without it), resolution and color depth independence, and free rotation and scaling. The main view is a top-down view of the players ship, with the map rotating around the player, not vice versa.
Zorn is designed, from the ground up, to be an open source project. This does not mean that only an idea is provided, and the "community" is expected to magically jump in and do the heavy lifting. For from it: I (Ben) am currently confident I can write every aspect of the game (strategic AI would be beyond my experience, but (or therefore ?-) Zorn does not use any). Instead, the code is written with readability and reusability in mind.
Specifically, I hope that the code can serve as an example or tutorial of 2D graphics with OpenGL and Python, and I hope the individual "engines", at least, will be of use to someone. Perhaps even the entire game can be forked to create something entirely different!
Download (0.030MB)
Added: 2007-03-22 License: GPL (GNU General Public License) Price:
948 downloads
Wmlife 1.0.0
wmlife is a life and death dockapp. more>>
wmlife is a program launcher dockapp.
Wmlife is a dock app running Conways Game of Life (and program launcher). Life is played on a grid of square cells where a cell can be either live or dead. In the rules, you count the number of live neighbours for each cell to determine whether a cell lives or dies;
Birth A dead cell with exactly three live neighbours becomes a live cell.
Survival A live cell with two or three live neighbours stays alive.
Overcrowding / Loneliness In all other cases, a cell dies or remains dead.
Normally Life is implemented on an infinite board but due to size restraints wmlife implements the grid as a torus. In a torus, the grid wraps at the edges from top to bottom and left to right.
<<lessWmlife is a dock app running Conways Game of Life (and program launcher). Life is played on a grid of square cells where a cell can be either live or dead. In the rules, you count the number of live neighbours for each cell to determine whether a cell lives or dies;
Birth A dead cell with exactly three live neighbours becomes a live cell.
Survival A live cell with two or three live neighbours stays alive.
Overcrowding / Loneliness In all other cases, a cell dies or remains dead.
Normally Life is implemented on an infinite board but due to size restraints wmlife implements the grid as a torus. In a torus, the grid wraps at the edges from top to bottom and left to right.
Download (0.090MB)
Added: 2006-10-26 License: GPL (GNU General Public License) Price:
1093 downloads
Zatacka 0.1.7
Zatacka is an arcade multiplayer game for 2-6 players on one keyboard, clone of Achtung die Kurve classical dos game. more>>
Zatacka is an arcade multiplayer game for 2-6 players on one keyboard, clone of Achtung die Kurve classical dos game.
You handle yor line and you must sidetrack lines of other players and of course walls. When some player dies, survival gives one point.
When leaves only one player alive, the round is finished. Each game has eleven rounds.
<<lessYou handle yor line and you must sidetrack lines of other players and of course walls. When some player dies, survival gives one point.
When leaves only one player alive, the round is finished. Each game has eleven rounds.
Download (0.13MB)
Added: 2007-03-17 License: GPL (GNU General Public License) Price:
4760 downloads
Evocosm 3.2.0
Evocosm is a C++ Framework for Evolutionary Computing library. more>>
Evocosm is a C++ Framework for Evolutionary Computing library.
Evocosm is a set of classes that abstract the fundamental components of an evolutionary algorithm. Ill list the components here with a bit of introduction; you can review the details of the classes by downloading the code archives or by reviewing the online documentation (see the menu at the articles beginning for code and documentation links.)
All class documentation was generated from source code comments using doxygen. These docs have not been thoroughly proofread, so they may contain a few typos and minor errors. Self-publishing has taught me the value of a good proofreader.
Evolutionary algorithms come in a variety of shapes and flavors, but at their core, they all share certain characteristics: populations that reproduce and mutate through a series of generations, producing future generations based on some measure of fitness. An amazing variety of algorithms can be built on that general framework, which leads me to construct a set of core classes as the basis for future applications.
The classes include:
Random Numbers
Evocosm relies on the code in The Twisted Road to to Randomness for random number generation. The Mersenne Twister algorithm is particularly well-suited to evolutionary algorithms, based on its long period, granularity, "randomness", and speed. As of the 2.1.0 release of libevocosm, the mtprng class resides in libcoyote, and not libevocosm as it did earlier. This means that any program using libevocosm must also link against libcoyote.
Validation
To validate function arguments, Evocosm uses the code I describe in Beyond Assert; this code is part of libcoyote. Any program using libevocosm must also link against libcoyote.
Floating- Point Chromosomes
Evcosom supports the crossover and mutation of IEEE-754 floating-point numbers, using an algorithm I invented in the mid-1990s. This topic is covered in detail here.
Roulette Wheels
The roulette_wheel class implements the concept of a "software roulette wheel" for Evocosm. This is a tool for natural selection, wherein the fitness of an organism determines the width of its "slot" on an imaginary roulette wheel.
Organisms
Think of an "organism" as an answer to a problem posed by a fitness landscape; "genes" define its behavior and an associated fitness value is assigned by an evocosm during testing. Evocosm provides the freedom to define organisms as almost anything: bit strings, floating-point numbers, finite state machines, LISP programs, or external robots controlled via radio waves. In A Complexity of Options, I used an Evocosm-derived GA to determine the gcc options that produce the faster code.
Fitness Landscapes
A "fitness landscape" defines the environment where organisms "live" or a problem that they are tested against. The landscape is intimately tied to the nature of the organism; think of an organism as a potential solution to a problem implemented by the landscape. A floating-point organism, for example, could be tested by a fitness landscape that represents a function to be maximized. Or, an organism describing the shape of wing could be tested by a landscape that simulates a wind tunnel.
Evocosms
The evocosm class binds a population of organisms to a set of objects that define the rules of survival and reproduction. An evocosm will have one or more populations, which will evolve against population-unique and shared (common) fitness landscapes; breeding is controlled by a set of class objects from the following classes.
Fitness Scaling
As a population converges on an "answer", the difference between fitness values often becomes very small; this prevents the best solutions from having a significant advantage in reproduction. Fitness scaling solves this problem by adjusting the fitness values to the advantage of the most-fit chromosomes. Evocosm includes a variety of fitness scaling algorithms.
Migration
A migrator removes individuals (via "emigration") from a population of organisms, transferring them to another population (via "immigration"). The only concrete implementation of this interface is random_pool_migrator, which defines a specific number of organisms that may migrate from each population to another. When creating a random_pool_migrator, specify the number of organisms that can migrate from each population. Migration is, of course, meaningless in any application that has only one population.
Selecting Survivors
A selector decides which organisms survive from one generation to the next. Some evolutionary algorithms will not use a selector; other will. In general, it is effective to keep the "best" organisms from one generation to the next, so that good genes do not become lost at random. This is, of course, an improvement on nature, where being "the best" doesnt guarantee survival.
Reproduction
In most cases, a reproducer generates new organisms using parents selected (by fitness) from an existing population. In some singular (and probably rare) cases, a reproducer might generate new, random organisms in order to keep diversity high. Reproduction techniques can include crossover and asexual, sexual and (my favorite) try-sexual models.
Mutation Operators
A mutator applies mutations (random, usually small changes) to a set of organisms. Mutation is highly dependent on the type of organism. In traditional genetic algorithms, a mutation flips one or more bits in an integer (i.e., chromosome). Evolving a path for the Traveling Salesman Problem involves complex mutations that maintain valid permutations of destination points; in the case of floating-point numbers, Ive provided utilities for mutating and crossing IEC-60559 (IEEE- 754) float and double types.
Enhancements:
- Minor bugfixes, code cleanups, and changes to pseudo-random number generators.
- Now includes Visual Studio 2005 projects along with GNU build files.
<<lessEvocosm is a set of classes that abstract the fundamental components of an evolutionary algorithm. Ill list the components here with a bit of introduction; you can review the details of the classes by downloading the code archives or by reviewing the online documentation (see the menu at the articles beginning for code and documentation links.)
All class documentation was generated from source code comments using doxygen. These docs have not been thoroughly proofread, so they may contain a few typos and minor errors. Self-publishing has taught me the value of a good proofreader.
Evolutionary algorithms come in a variety of shapes and flavors, but at their core, they all share certain characteristics: populations that reproduce and mutate through a series of generations, producing future generations based on some measure of fitness. An amazing variety of algorithms can be built on that general framework, which leads me to construct a set of core classes as the basis for future applications.
The classes include:
Random Numbers
Evocosm relies on the code in The Twisted Road to to Randomness for random number generation. The Mersenne Twister algorithm is particularly well-suited to evolutionary algorithms, based on its long period, granularity, "randomness", and speed. As of the 2.1.0 release of libevocosm, the mtprng class resides in libcoyote, and not libevocosm as it did earlier. This means that any program using libevocosm must also link against libcoyote.
Validation
To validate function arguments, Evocosm uses the code I describe in Beyond Assert; this code is part of libcoyote. Any program using libevocosm must also link against libcoyote.
Floating- Point Chromosomes
Evcosom supports the crossover and mutation of IEEE-754 floating-point numbers, using an algorithm I invented in the mid-1990s. This topic is covered in detail here.
Roulette Wheels
The roulette_wheel class implements the concept of a "software roulette wheel" for Evocosm. This is a tool for natural selection, wherein the fitness of an organism determines the width of its "slot" on an imaginary roulette wheel.
Organisms
Think of an "organism" as an answer to a problem posed by a fitness landscape; "genes" define its behavior and an associated fitness value is assigned by an evocosm during testing. Evocosm provides the freedom to define organisms as almost anything: bit strings, floating-point numbers, finite state machines, LISP programs, or external robots controlled via radio waves. In A Complexity of Options, I used an Evocosm-derived GA to determine the gcc options that produce the faster code.
Fitness Landscapes
A "fitness landscape" defines the environment where organisms "live" or a problem that they are tested against. The landscape is intimately tied to the nature of the organism; think of an organism as a potential solution to a problem implemented by the landscape. A floating-point organism, for example, could be tested by a fitness landscape that represents a function to be maximized. Or, an organism describing the shape of wing could be tested by a landscape that simulates a wind tunnel.
Evocosms
The evocosm class binds a population of organisms to a set of objects that define the rules of survival and reproduction. An evocosm will have one or more populations, which will evolve against population-unique and shared (common) fitness landscapes; breeding is controlled by a set of class objects from the following classes.
Fitness Scaling
As a population converges on an "answer", the difference between fitness values often becomes very small; this prevents the best solutions from having a significant advantage in reproduction. Fitness scaling solves this problem by adjusting the fitness values to the advantage of the most-fit chromosomes. Evocosm includes a variety of fitness scaling algorithms.
Migration
A migrator removes individuals (via "emigration") from a population of organisms, transferring them to another population (via "immigration"). The only concrete implementation of this interface is random_pool_migrator, which defines a specific number of organisms that may migrate from each population to another. When creating a random_pool_migrator, specify the number of organisms that can migrate from each population. Migration is, of course, meaningless in any application that has only one population.
Selecting Survivors
A selector decides which organisms survive from one generation to the next. Some evolutionary algorithms will not use a selector; other will. In general, it is effective to keep the "best" organisms from one generation to the next, so that good genes do not become lost at random. This is, of course, an improvement on nature, where being "the best" doesnt guarantee survival.
Reproduction
In most cases, a reproducer generates new organisms using parents selected (by fitness) from an existing population. In some singular (and probably rare) cases, a reproducer might generate new, random organisms in order to keep diversity high. Reproduction techniques can include crossover and asexual, sexual and (my favorite) try-sexual models.
Mutation Operators
A mutator applies mutations (random, usually small changes) to a set of organisms. Mutation is highly dependent on the type of organism. In traditional genetic algorithms, a mutation flips one or more bits in an integer (i.e., chromosome). Evolving a path for the Traveling Salesman Problem involves complex mutations that maintain valid permutations of destination points; in the case of floating-point numbers, Ive provided utilities for mutating and crossing IEC-60559 (IEEE- 754) float and double types.
Enhancements:
- Minor bugfixes, code cleanups, and changes to pseudo-random number generators.
- Now includes Visual Studio 2005 projects along with GNU build files.
Download (0.34MB)
Added: 2006-09-13 License: GPL (GNU General Public License) Price:
1138 downloads
Empty Clip 1.0.2
Empty Clip is a top-down, 2D Action RPG. more>>
Empty Clip is a top-down, 2D Action RPG. Empty Clip draws heavily from games such as Crimsonland, Diablo, Alien Swarm, Grand Theft Auto II, and more. There is a campaign, adventure, survival, and primitive deathmatch mode.
Main features:
- 3D hardware accelerated graphics
- Sound and music
- Over 200 different monsters
- Over 400 different items including weapons, armor, and upgrades
- 30+ hours of gameplay
- Travel through mansions, dungeons, forests, caves, cities, skyscrapers, deserts, hell, and alien worlds
- Deathmatch over TCP/IP
<<lessMain features:
- 3D hardware accelerated graphics
- Sound and music
- Over 200 different monsters
- Over 400 different items including weapons, armor, and upgrades
- 30+ hours of gameplay
- Travel through mansions, dungeons, forests, caves, cities, skyscrapers, deserts, hell, and alien worlds
- Deathmatch over TCP/IP
Download (4.4MB)
Added: 2006-06-08 License: GPL (GNU General Public License) Price:
1234 downloads
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