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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.
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!
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.
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.
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
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.
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
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.
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.
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
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