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Celestia is an OpenGL-based 3D space simulation for Unix and Win32 that lets you travel through the solar system, to the stars, and even beyond the galaxy. Visit over 100,000 stars, 100 solar system bodies, and all known extrasolar planets.

4.40909
   
  1 review  |  65 users  |  240,522 lines of code  |  4 current contributors  |  Analyzed over 2 years ago
 
 

KStars

claimed by KDE

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KStars is a graphical desktop planetarium for KDE. It provides an accurate simulation of the night sky, as seen from any location on Earth, on any date. It has a host of tools for every astronomer and astronomy enthusiast!

4.61538
   
  0 reviews  |  27 users  |  145,074 lines of code  |  19 current contributors  |  Analyzed 3 days ago
 
 

Aciqra (uh-SEE-kruh) is a free and open source virtual planetarium and sky mapping program which tracks celestial bodies including planets, deep sky objects and stars to an accuracy of a fraction of a degree for thousands of years into both the future and the past.

5.0
 
  0 reviews  |  2 users  |  380 lines of code  |  1 current contributor  |  Analyzed 5 days ago
 
 

SDLRoids is essentially an Asteroids clone, but with a few extra features, and some nice game physics. It is based of xhyperoid, which is a UNIX port of the 16-bit Windows game Hyperoid. Major changes from xhyperoid are that it's using SDL for sound and graphics, has a couple of extra powerups and and that the shield behaves differently.

4.0
   
  0 reviews  |  1 user  |  6,504 lines of code  |  0 current contributors  |  Analyzed about 3 hours ago
 
 

This Asteroids MIDlet was originally developed by Jean-Francois Doue and hosted at http://jfdoue.free.fr/index.html. Many thanks to the following people who have provided technical expertise, suggestions, or spent time testing: CheeMeng Lee, Maxence Bernard, Sami Lababidi, Jaweed Agha, Pavel ... [More] Machek. The source code up to version 1.4 can still be found at http://jfdoue.free.fr/index.html but it appears that no work has been done since 2004. This project starts with version 1.5 that improves the controls of the game so that they behave more like the arcade version, that is, if you hold down a control, the command keeps executing until released, that is you can spin continuously just by holding down left or right instead of having to press the key repeatedly like in previous versions. [Less]

0
 
  0 reviews  |  0 users  |  2,999 lines of code  |  0 current contributors  |  Analyzed 6 days ago
 
 

An N player version of the classic "Asteroids" video game, where the players are co-located. E.g. More than 2 or 4 players all in the same location, playing on the same display.

0
 
  0 reviews  |  0 users  |  1,623 lines of code  |  0 current contributors  |  Analyzed 11 days ago
 
 
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The WSU GDC is creating a Massive Multiplayer Online version of asteroids AMMO is a persistent version of asteroids. Harvest resources from asteroids to upgrade you ship or build space stations. Frag other players, AI players, or pesky aliens. more to come

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  0 reviews  |  0 users  |  87,117 lines of code  |  0 current contributors  |  Analyzed 9 days ago
 
 

This is a final year project for university. The game will be a 3D version of the classic arcade game of the same name. The final project will be used on a virtual reality screen. The core language will be C# using the XNA.

0
 
  0 reviews  |  0 users  |  0 current contributors
 
 

Essentially, a game of Snooker with a twist - you have to sink the balls with a ship controlled a la Asteroids! Hopefully a fun and frantic action game, created to demo my coding skills and well, because it sounded like a game I wanted to play.

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  0 reviews  |  0 users  |  15,172 lines of code  |  0 current contributors  |  Analyzed 3 days ago
 
 
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The proposed solution is to create a proxy class (as provided by Java's reflection package) together with an annotated interface which indicates the appropriate "undo" for each method. This allows a class' code to remain direct and uncluttered; the actions are generated at runtime ... [More] and stored or undone by external handlers. The problem is how to both use the command design pattern and retain the cohesion of directly implemented code. The command pattern promotes a method call to an object, improving program flexibility. The cost is source cohesion; either command code is injected into class, or the class' behavior is extracted into command subclasses. Two sample applications are implemented using the suggested solution: a min-max tic-tac-toe player and a backtracking sudoku solver, which extends the action class to provide transactions. [Less]

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  0 reviews  |  0 users  |  8,569 lines of code  |  0 current contributors  |  Analyzed 10 days ago
 
 
 
 

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