the golly game of life simulator
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The Golly Game of Life Simulator 1.2
Golly is an open source, cross-platform Game of Life simulator. more>>
Golly project is an open source, cross-platform Game of Life simulator currently under development by Andrew Trevorrow and Tomas Rokicki.
Our goal is to write a world-class Life simulator, solicit ideas and help from the planets best Life hackers, and share some of our excitement.
Main features:
- Unbounded universe (limited only by memory).
- Fast, memory-efficient conventional algorithm.
- Super fast hashing algorithm for highly regular patterns.
- Responsive even while generating or garbage collecting.
- Reads RLE, Life 1.05/1.06, and macrocell formats.
- Can paste in patterns from the clipboard.
- Auto fit option keeps patterns sized to the window.
- Full screen option (no menu/status/tool/scroll bars).
- Built-in HTML help system (thanks to wxWidgets).
Enhancements:
- The X11 version of Golly has a number of bugs and limitations, so use the GTK version if you can (it requires GTK+ 2.x).
- If you want to build Golly from the source distribution then to avoid various bugs use wxGTK 2.7 or later.
<<lessOur goal is to write a world-class Life simulator, solicit ideas and help from the planets best Life hackers, and share some of our excitement.
Main features:
- Unbounded universe (limited only by memory).
- Fast, memory-efficient conventional algorithm.
- Super fast hashing algorithm for highly regular patterns.
- Responsive even while generating or garbage collecting.
- Reads RLE, Life 1.05/1.06, and macrocell formats.
- Can paste in patterns from the clipboard.
- Auto fit option keeps patterns sized to the window.
- Full screen option (no menu/status/tool/scroll bars).
- Built-in HTML help system (thanks to wxWidgets).
Enhancements:
- The X11 version of Golly has a number of bugs and limitations, so use the GTK version if you can (it requires GTK+ 2.x).
- If you want to build Golly from the source distribution then to avoid various bugs use wxGTK 2.7 or later.
Download (2.8MB)
Added: 2007-04-15 License: GPL (GNU General Public License) Price:
929 downloads
Elfelli Flux Line Simulator 0.3
Elfelli is a tool to simulate and visualize electric flux lines around arbitrary positioned, electrically charged bodies. more>>
Elfelli is a tool to simulate and visualize electric flux lines around arbitrary positioned, electrically charged bodies.
The project is able to export PNG files of the current canvas. Elfelli is written in C++ and uses gtkmm.
Compiling:
To compile Elfelli, you need SCons. In many distributions you will also need the development package of gtkmm (in Debian this is libgtkmm-2.4-dev).
Compiling itself is very simple:
$ scons
Installation:
To install Elfelli, simply type:
$ scons install
By default, it is installed in /usr/local. If you want to change that prefix, alter the install command to:
$ scons install prefix=/install/prefix
Enhancements:
- Its now possible to save and load the current scene as well as changing a bodys charge.
<<lessThe project is able to export PNG files of the current canvas. Elfelli is written in C++ and uses gtkmm.
Compiling:
To compile Elfelli, you need SCons. In many distributions you will also need the development package of gtkmm (in Debian this is libgtkmm-2.4-dev).
Compiling itself is very simple:
$ scons
Installation:
To install Elfelli, simply type:
$ scons install
By default, it is installed in /usr/local. If you want to change that prefix, alter the install command to:
$ scons install prefix=/install/prefix
Enhancements:
- Its now possible to save and load the current scene as well as changing a bodys charge.
Download (0.028MB)
Added: 2007-02-06 License: GPL (GNU General Public License) Price:
990 downloads
The RoboCup Soccer Simulator 11.1.0
The RoboCup Soccer Simulator project is a platform for evaluating AI agents. more>>
The RoboCup Soccer Simulator project is a platform for evaluating AI agents.
The RoboCup Soccer Simulator is a platform for evaluating multiple autonomous intelligent agents in a realworld-like domain.
The simulator allows two teams of 11 players and one coach to interact in a simulated game of soccer.
The team members connect to the simulator using UDP sockets and must perform complex behaviors using only a few basic commands, primarily dash, kick, turn, and catch, based on noisy and infrequent sensor information provided by the simulator.
This simulator is used in the simulation league of the RoboCup competition.
Enhancements:
- Just updated a minor version number. Official relasese for the RoboCup2007.
<<lessThe RoboCup Soccer Simulator is a platform for evaluating multiple autonomous intelligent agents in a realworld-like domain.
The simulator allows two teams of 11 players and one coach to interact in a simulated game of soccer.
The team members connect to the simulator using UDP sockets and must perform complex behaviors using only a few basic commands, primarily dash, kick, turn, and catch, based on noisy and infrequent sensor information provided by the simulator.
This simulator is used in the simulation league of the RoboCup competition.
Enhancements:
- Just updated a minor version number. Official relasese for the RoboCup2007.
Download (0.85MB)
Added: 2007-06-04 License: LGPL (GNU Lesser General Public License) Price:
880 downloads
MOS 6502 Simulator
MOS 6502 Simulator is sort of an emulator for a 6502 chip. more>>
MOS 6502 Simulator is sort of an emulator for a 6502 chip. Theres virtually nothing apart from the CPU (minus BCD operations). It also bears no heed to instruction timings.
Whilst (apart from those two things) it successfully simulates the CPU there were a few design flaws, which led me not to continue with it:
- I wrote it in C++.
As the 6502 had no dedicated IO bus, everything was done via memory. I had the idea of having a pure virtual class which provided a generic interface, then as I wrote devices to sit in the memory space, they could just override portions of it, or trap on writes or something.
Whilst writing this, I kept getting the feeling I should have written it in asm instead Especially for manipulating flags and rotates and stuff. (as I could have just rotated AL, for example, rather than the mess I have in the C++ code.
- Sloppy instruction decoding.
I originally set out to decode the instructions properly, but there were lots of exceptions to the system used (esp. if I intended to support the 65C02 for example). This decended into a massive switch statement. I almost considered splitting it up to smaller files, and just #include them in the middle, just to make it more managable.
Also, as they are not in numerical order (grouped according to type, or addressing mode, cant remember atm) it wouldnt compile to a jump table. Does with optimisation on though.
The main thing that prompted me to write this was I found my BBC-B in the loft, and felt a pang of nostalgia for the hours wasted hunched over it in the lowest resolution text mode (IIRC mode 7 to save ram). I had the idea of writing a NES or BBC emulator, however it didnt get that far.
It has a pretty simple image format. The file must be >= 65536 bytes (64k) and that is simply the memory image for the system (16-bit address bus). There is a strange sort of ASCII text display at 0x200, which is ok enough for spewing a string to. As it was just thrown together in the space of 6 hours or so (took a long time to do the switch statement) its not very thouroughly documented, but hey.
<<lessWhilst (apart from those two things) it successfully simulates the CPU there were a few design flaws, which led me not to continue with it:
- I wrote it in C++.
As the 6502 had no dedicated IO bus, everything was done via memory. I had the idea of having a pure virtual class which provided a generic interface, then as I wrote devices to sit in the memory space, they could just override portions of it, or trap on writes or something.
Whilst writing this, I kept getting the feeling I should have written it in asm instead Especially for manipulating flags and rotates and stuff. (as I could have just rotated AL, for example, rather than the mess I have in the C++ code.
- Sloppy instruction decoding.
I originally set out to decode the instructions properly, but there were lots of exceptions to the system used (esp. if I intended to support the 65C02 for example). This decended into a massive switch statement. I almost considered splitting it up to smaller files, and just #include them in the middle, just to make it more managable.
Also, as they are not in numerical order (grouped according to type, or addressing mode, cant remember atm) it wouldnt compile to a jump table. Does with optimisation on though.
The main thing that prompted me to write this was I found my BBC-B in the loft, and felt a pang of nostalgia for the hours wasted hunched over it in the lowest resolution text mode (IIRC mode 7 to save ram). I had the idea of writing a NES or BBC emulator, however it didnt get that far.
It has a pretty simple image format. The file must be >= 65536 bytes (64k) and that is simply the memory image for the system (16-bit address bus). There is a strange sort of ASCII text display at 0x200, which is ok enough for spewing a string to. As it was just thrown together in the space of 6 hours or so (took a long time to do the switch statement) its not very thouroughly documented, but hey.
Download (0.046MB)
Added: 2007-03-05 License: BSD License Price:
972 downloads
Yet Another Machine Simulator 1.3.0
Yet Another Machine Simulator is a machine simulator which emulates the MIPS32 architecture CPU close enough. more>>
Yet Another Machine Simulator is a machine simulator which emulates the MIPS32 architecture CPU close enough. Should be fully compliant, but we cant claim that it is. It allows cross compilation with standard MIPS32 compiler back-ends.
YAMS also provides a very simple device interface to the simulated memory, disks, network interfaces, terminals and a real-time clock. There is also support for pluggable I/O devices. Pluggable devices are separate programs that implement the functionality of one or more devices and communicate with YAMS over a network or Unix domain socket.
Many features of YAMS are configurable. For example the number of CPUs can be configured. When the number of CPUs is more than one, YAMS simulates an SMP machine. The devices are also configurable. For example various delays for disks, terminals and network interfaces can be set.
YAMS also provides a hardware console which can be used to debug programs. The hardware console can be used to set breakpoints and dump the contents of registers, TLBs and memory. The memory dumping functionality also contains a disassembler.
Performanc:
The purpose of YAMS is to provide a very simple yet realistic simulated hardware platform for educational purposes. High performace (i.e. high clock speed) was not a factor in its implementation, so a normal slowdown factor between host clock speed and simulator clock speed is in the order of 500, resulting in simulator clock speeds of only a few megaherz.
So if you are looking for a fast MIPS emulator/simulator, then YAMS is not for you.
Enhancements:
- Better portability with pthreads and printf formatting macros.
- Minor bugfixes.
<<lessYAMS also provides a very simple device interface to the simulated memory, disks, network interfaces, terminals and a real-time clock. There is also support for pluggable I/O devices. Pluggable devices are separate programs that implement the functionality of one or more devices and communicate with YAMS over a network or Unix domain socket.
Many features of YAMS are configurable. For example the number of CPUs can be configured. When the number of CPUs is more than one, YAMS simulates an SMP machine. The devices are also configurable. For example various delays for disks, terminals and network interfaces can be set.
YAMS also provides a hardware console which can be used to debug programs. The hardware console can be used to set breakpoints and dump the contents of registers, TLBs and memory. The memory dumping functionality also contains a disassembler.
Performanc:
The purpose of YAMS is to provide a very simple yet realistic simulated hardware platform for educational purposes. High performace (i.e. high clock speed) was not a factor in its implementation, so a normal slowdown factor between host clock speed and simulator clock speed is in the order of 500, resulting in simulator clock speeds of only a few megaherz.
So if you are looking for a fast MIPS emulator/simulator, then YAMS is not for you.
Enhancements:
- Better portability with pthreads and printf formatting macros.
- Minor bugfixes.
Download (0.65MB)
Added: 2006-01-16 License: GPL (GNU General Public License) Price:
1377 downloads
GTP server simulator 0.1
GTP server simulator is a simple responder for the GTP (GTP prime) protocol. more>>
GTP server simulator is a simple responder for the GTP (GTP prime) protocol that works with the Cisco Content Services Gateway to provide per-user traffic limits.
GTP` (GTP prime) server simulator (it permits any content and provide quadrants for every operation) binaries for Linux (run under Fedora Core 4 and 5).
The binary was tested with Cisco CSG.
<<lessGTP` (GTP prime) server simulator (it permits any content and provide quadrants for every operation) binaries for Linux (run under Fedora Core 4 and 5).
The binary was tested with Cisco CSG.
Download (0.017MB)
Added: 2006-12-19 License: Other/Proprietary License Price:
619 downloads
Vamos Automotive Simulator 0.5.7
Vamos is an automotive simulation framework with an emphasis on thorough physical modeling and good C++ design. more>>
Vamos Automotive Simulator project, as the name suggest is an automotive simulation framework with an emphasis on thorough physical modeling and good C++ design. Vamos includes a real-time, first-person, 3D driving application.
Vamos is young and its goals are only partially met. I invite anyone whos interested to contribute.
Thorough physical modeling
Vamos models most major systems of a car. The drivetrain includes a simulation of the engine, clutch, transmission and a limited-slip differential. Tires and suspension are also modeled. If I missed something, let me know.
Good C++ Design
The geometry, track, car and world modules are in their own namespaces. Care has been taken to avoid cyclic dependencies. Standard Library components like strings, vectors and maps are favored over arrays. Some of the modules and classes have aged more gracefully than others. If you see a design area that needs improvement, feel free to pitch in.
<<lessVamos is young and its goals are only partially met. I invite anyone whos interested to contribute.
Thorough physical modeling
Vamos models most major systems of a car. The drivetrain includes a simulation of the engine, clutch, transmission and a limited-slip differential. Tires and suspension are also modeled. If I missed something, let me know.
Good C++ Design
The geometry, track, car and world modules are in their own namespaces. Care has been taken to avoid cyclic dependencies. Standard Library components like strings, vectors and maps are favored over arrays. Some of the modules and classes have aged more gracefully than others. If you see a design area that needs improvement, feel free to pitch in.
Download (1.4MB)
Added: 2007-06-11 License: GPL (GNU General Public License) Price:
872 downloads
PHP Keno Simulator 0.5-alpha
PHP Keno Simulator project is a Keno payout ruleset simulator. more>>
PHP Keno Simulator project is a Keno payout ruleset simulator.
PHP Keno Simulator is a payout ruleset simulator for the classic game Keno.
You can tune the payout chart to fulfill your "house advantage" or you can just calculate for fun (predefining the correct payouts) what the odds of winning are and how much your local casino is making for its owners.
<<lessPHP Keno Simulator is a payout ruleset simulator for the classic game Keno.
You can tune the payout chart to fulfill your "house advantage" or you can just calculate for fun (predefining the correct payouts) what the odds of winning are and how much your local casino is making for its owners.
Download (0.001MB)
Added: 2007-01-10 License: GPL (GNU General Public License) Price:
1022 downloads
Snow Path Formation Simulator 0.5.3
Snow Path Formation Simulator it graphically displays the formation of paths in the snow formed by people. more>>
Snow Path Formation Simulator is a program that models the process of people forming very distinct, and yet not always altogether logical looking, paths in the snow as they walk across open spaces.
The evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
<<lessThe evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
Download (0.10MB)
Added: 2005-04-25 License: GPL (GNU General Public License) Price:
1646 downloads
GNU 8085 Simulator 1.3
GNU 8085 Simulator is a graphical 8085 simulator and assembler with a debugger. more>>
GNUSim8085 is a graphical simulator for the Intel 8085 microprocessor.
GNUSim8085 is a simulator and assembler for the Intel 8085 Microprocessor, in GNOME environment.
GNU 8085 Simulator contains an inline assembler and a debugger.
Enhancements:
- New: Use gtksourceview as editor component.
- Fix: Syntax highlighting working again.
- Fix: About dialog does not close by pressing close button.
<<lessGNUSim8085 is a simulator and assembler for the Intel 8085 Microprocessor, in GNOME environment.
GNU 8085 Simulator contains an inline assembler and a debugger.
Enhancements:
- New: Use gtksourceview as editor component.
- Fix: Syntax highlighting working again.
- Fix: About dialog does not close by pressing close button.
Download (0.079MB)
Added: 2007-02-21 License: GPL (GNU General Public License) Price:
994 downloads
Network Simulator 2.31
Network Simulator is a discrete event simulator targeted at networking research. more>>
Network Simulator (Ns) is a discrete event simulator targeted at networking research. Ns provides substantial support for simulation of TCP, routing, and multicast protocols over wired and wireless (local and satellite) networks.
Ns began as a variant of the REAL network simulator in 1989 and has evolved substantially over the past few years. In 1995 ns development was supported by DARPA through the VINT project at LBL, Xerox PARC, UCB, and USC/ISI.
Currently ns development is support through DARPA with SAMAN and through NSF with CONSER, both in collaboration with other researchers including ACIRI. Ns has always included substantal contributions from other researchers, including wireless code from the UCB Daedelus and CMU Monarch projects and Sun Microsystems.
Enhancements:
- Major updates were made to the PackMime-HTTP HTTP/1.1 and WPAN modules.
- Solaris/Sun C compilation bugs were fixed.
<<lessNs began as a variant of the REAL network simulator in 1989 and has evolved substantially over the past few years. In 1995 ns development was supported by DARPA through the VINT project at LBL, Xerox PARC, UCB, and USC/ISI.
Currently ns development is support through DARPA with SAMAN and through NSF with CONSER, both in collaboration with other researchers including ACIRI. Ns has always included substantal contributions from other researchers, including wireless code from the UCB Daedelus and CMU Monarch projects and Sun Microsystems.
Enhancements:
- Major updates were made to the PackMime-HTTP HTTP/1.1 and WPAN modules.
- Solaris/Sun C compilation bugs were fixed.
Download (67.2MB)
Added: 2007-03-23 License: BSD License Price:
647 downloads
Unlimited Simulator Alpha 9
Unlimited Simulator project is a general purpose simulator. more>>
Unlimited Simulator project is a general purpose simulator.
Unlimited Simulator is not a game. Its a basis to create whatever simulations you want, from games to scientific simulations.
You only have to worry about physics, controls and how the world looks like. It can be at the same time a car simulator, a spaceships war game, or a scientific simulation.
While you can do these things on their own, Unlimited Simulator provides the ability to do all three at once. It allows interaction of completely different kinds of clients, thus achieving unprecedent realism and complexity.
Main features:
- multiplayer: many players by internet or two in your computer;
- create your own vehicles, tracks, terrains, sounds, objects;
- vehicles may have their own physical simulation functions, and interact with the game, creating new objects, destroying others. They can fly or float or move underwater; they can be animals, or surrealistic creations. You create.
- track can contain structures as loops, bridges, banked curves, and anything you can do with polygons;
- creating a track can be done DRAWING on the terrain (not implemented yet);
- objects can be animated and intelligent!
- everything is modular: this means almost all the stuff is plugable! No need to recompile the code;
- last, but not least: GPLed!
Enhancements:
- big debugging in ulengine/primitives.c. Several allocation problems solved.
- review of network code: structs separated in a new header, shared/net.h, and other improvements in code itself.
- review of client plugin format (what functions, names, etc).
- wrappers for the not-so-standard standard C variable types in config.h.
- cosmetic changes in some places, specially ulengine.h.
- BIG debugging in ulengine/project.c and ulengine/graphic.c. Only a billion or so bugs left.
- improved ulengine/demo.c; tests now include graphic functions.
- fixed two small bugs in drawHLine due to rounding.
- added a new projection system. Not tested yet.
- graphics test phase started: drawPixel, drawHLine, drawLine, drawFlatTri and drawShadedTri are working.
- modified POLY_UL structure: SCREENP_UL *projected field was deleted. This field is really unecessary, and deleting it saves 2*sizeof(int) bytes for each vertex. Projections are not individually saved anymore (why should they be after all?). See ulengine/project.c:projectP() to see how projected points are handled.
- added ulengine/image.c, to handle image operations.
- added ulengine/effects.c.
- textures support implemented.
- several small optimizations in ulengine/graphic.c.
- work in the server communications system.
<<lessUnlimited Simulator is not a game. Its a basis to create whatever simulations you want, from games to scientific simulations.
You only have to worry about physics, controls and how the world looks like. It can be at the same time a car simulator, a spaceships war game, or a scientific simulation.
While you can do these things on their own, Unlimited Simulator provides the ability to do all three at once. It allows interaction of completely different kinds of clients, thus achieving unprecedent realism and complexity.
Main features:
- multiplayer: many players by internet or two in your computer;
- create your own vehicles, tracks, terrains, sounds, objects;
- vehicles may have their own physical simulation functions, and interact with the game, creating new objects, destroying others. They can fly or float or move underwater; they can be animals, or surrealistic creations. You create.
- track can contain structures as loops, bridges, banked curves, and anything you can do with polygons;
- creating a track can be done DRAWING on the terrain (not implemented yet);
- objects can be animated and intelligent!
- everything is modular: this means almost all the stuff is plugable! No need to recompile the code;
- last, but not least: GPLed!
Enhancements:
- big debugging in ulengine/primitives.c. Several allocation problems solved.
- review of network code: structs separated in a new header, shared/net.h, and other improvements in code itself.
- review of client plugin format (what functions, names, etc).
- wrappers for the not-so-standard standard C variable types in config.h.
- cosmetic changes in some places, specially ulengine.h.
- BIG debugging in ulengine/project.c and ulengine/graphic.c. Only a billion or so bugs left.
- improved ulengine/demo.c; tests now include graphic functions.
- fixed two small bugs in drawHLine due to rounding.
- added a new projection system. Not tested yet.
- graphics test phase started: drawPixel, drawHLine, drawLine, drawFlatTri and drawShadedTri are working.
- modified POLY_UL structure: SCREENP_UL *projected field was deleted. This field is really unecessary, and deleting it saves 2*sizeof(int) bytes for each vertex. Projections are not individually saved anymore (why should they be after all?). See ulengine/project.c:projectP() to see how projected points are handled.
- added ulengine/image.c, to handle image operations.
- added ulengine/effects.c.
- textures support implemented.
- several small optimizations in ulengine/graphic.c.
- work in the server communications system.
Download (0.18MB)
Added: 2006-11-29 License: GPL (GNU General Public License) Price:
1068 downloads
American Political Science: Campaign Simulator 0.1
American Political Science: Campaign Simulator project is a statistically based political campaign simulation game. more>>
American Political Science: Campaign Simulator project is a statistically based political campaign simulation game.
The Campaign Simulator is an attempt to statistically model and predict the outcome of an American presidential election.
Several users assume the roles of competitive candidates and inflict the repercussions of certain decisions on a GSS-based dataset.
The application is written in Java and supports all operating systems with a Java 1.5 VM.
Main features:
- Time is not the only limiting variable. In fact, time may not be the proper limit as most operations may be performed in tandem; an economic system that allows fund raising elements should be implemented.
- The current choices all utilize the same dataset algorithm to effect the populace in similar ways- this set of scripts should be broadened and deepened as they are too high level.
- The Python Architecture needs polishing- the internal IDE is not complete, and the ability to assign scripts to run at differing points in the lifetime of the application has yet to be created.
- The installer should place links on the desktops of Mac and Unix/Linux Systems.
- Some of the small features planned, such as a GUI for dialog creation, have been cut for the deadline and should be added.
<<lessThe Campaign Simulator is an attempt to statistically model and predict the outcome of an American presidential election.
Several users assume the roles of competitive candidates and inflict the repercussions of certain decisions on a GSS-based dataset.
The application is written in Java and supports all operating systems with a Java 1.5 VM.
Main features:
- Time is not the only limiting variable. In fact, time may not be the proper limit as most operations may be performed in tandem; an economic system that allows fund raising elements should be implemented.
- The current choices all utilize the same dataset algorithm to effect the populace in similar ways- this set of scripts should be broadened and deepened as they are too high level.
- The Python Architecture needs polishing- the internal IDE is not complete, and the ability to assign scripts to run at differing points in the lifetime of the application has yet to be created.
- The installer should place links on the desktops of Mac and Unix/Linux Systems.
- Some of the small features planned, such as a GUI for dialog creation, have been cut for the deadline and should be added.
Download (30.0MB)
Added: 2006-11-01 License: GPL (GNU General Public License) Price:
1090 downloads
Web of Life 1.0
Web of Life is a life simulation game. more>>
Web of Life is a life simulation game.
An isometric game done with C++ and SDL.
In this game you control some beings in an ecosystem, the goal is to make only that the beings you control survive.
Your beings should survive fighting with other beings, reproducting to make a massive attack and eating.
But sometimes you will have to eat some of your own live beings so that others could stay alive, well its life.
<<lessAn isometric game done with C++ and SDL.
In this game you control some beings in an ecosystem, the goal is to make only that the beings you control survive.
Your beings should survive fighting with other beings, reproducting to make a massive attack and eating.
But sometimes you will have to eat some of your own live beings so that others could stay alive, well its life.
Download (MB)
Added: 2007-03-01 License: GPL (GNU General Public License) Price:
971 downloads
Open Pinball Simulator 0.0.6b
Open Pinball Simulator project is an pinball simulator. more>>
Open Pinball Simulator project is an pinball simulator.
The program is divided into two processes. The main process takes care of interpreting the .table description files and controls the balls movements according to physical laws.
It communicates the balls coordinates to another process (renderer) which renders the table (taken from the same .table file) and the ball as it moves around.
The main process must also communicate status for objects it hits so that renderer can produce sounds and count scoring.
The rendering process is currently a 2D renderer.
<<lessThe program is divided into two processes. The main process takes care of interpreting the .table description files and controls the balls movements according to physical laws.
It communicates the balls coordinates to another process (renderer) which renders the table (taken from the same .table file) and the ball as it moves around.
The main process must also communicate status for objects it hits so that renderer can produce sounds and count scoring.
The rendering process is currently a 2D renderer.
Download (0.10MB)
Added: 2007-01-10 License: GPL (GNU General Public License) Price:
1033 downloads
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