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A general purpose collection of game engine components. It is intended that these components are able to be composed together to create a game and engine without much coder effort after the fact. We will rely heavily on object orientation, and design patterns, and focus toward data driven
This game would be a try on making an arcade multiplayer game, more infos will be related as soon as possible. Unfortunately we've to keep wiki only in italian for now because we need to be able to explain each other well what we want to do, sorry for that..
Transliteration of C++ code from the book "Game physics engine developement (the morgan kaufmann series)" into Haskell
infernoSand (also known as iSand) is my personal project based off falling sand games. It is a moddable, partially-open source game coded in SDL. The scripting system is built in Lua for simplicity (for me, anyway). Update (Feb. 9th): I am once again starting on a remake of infernoSand after a
Introductionlibflux is a open source project to develop a physics engine library. The project aims to complete the following goals: To provide a simple and intuitive API. To work with simple, generalised concepts to allow the engine to be used to solve a wide range of problems, that can be easily
Some important points of news (2008-09-07): The plugin system is being removed from mclib in order to speed up development. Since the plugin system (mclib) is being removed leaving only the game (ProtoCombat), the name of the project will change to ProtoCombat. We are currently looking for a new
This project aims to develop a 3D multiplayer cooperation game on the basis of jMonkey. It will include several new techniques which will we be added by time. It was started during an intership with 2 project members in fall 2006 and shall be a platform for later game developments. It will be free to participate.
PulpCore is a new open-source Java sprite-based game creation framework. PulpFizz is a set of extensions to PulpCore, integrating vector graphics and physics simulation capabilities (using JBox2d, a Java port of Box2d, for physics). Update 16 November 2008: We are in the midst of a major
It is a simple framework that demonstrate the power of Q-Learning. Using Q-Learning, the robot can automatically adapt the structure of itself (E.g. Three legs, big head, long foot, snake shape) and depending on itself to learn to achieve certain goal (E.g. Walking, Rolling ... ). In order to use
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