Italian version of the game Hearts. The game use a central server for chat and authentication; the table is p2p among players. The game supports n-1 crashes of the playing peers.
RedDwarf is a horizontally scalable application server for low latency apps such as online games, virtual worlds, and social networking applications. It is the official community fork for Project Darkstar, previously sponsored by Sun Microsystems.
Powow is an open-source TCP packets exchange mesh. It allows many TCP clients to connect to a "Powow cloud" (several instances of Powow), to exchange data. Powow is a TCP socket server like Palabre or Oregano.
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The original FreeMMG was an attempt at implementing a decentralized MMOG in Java. FreeMMG 2 is, currently, just a PhD thesis, which you can download here. If you are interested in developing the FreeMMG 2 ideas into something concrete: fcecin AT gmail.
EQUIP, the EQUATOR Universal Platform, a framework for developing distributed interactive systems such as Ubicomp installations and pervasive games. It is based around a data-space concept. *NEW* EQUIP2 targets J2EE, J2ME and C++ applications.
Cognitive agent based social simulation toolkit (RBOT+MRS) / production system based on ACT-R (http://act-r.psy.cmu.edu) allows for modelling single actor cognitive experiments (RBOT) and multiple actors in a simulated (semiotic) world (RBOT + MRS).
Sxta is a C#-based component architecture for distributed simulation on P2P systems. It is based on Std. IEEE 1516 as distributed simulation Standard. Sxta uses AOP mechanisms that generate classes at runtime inheriting from base ones.
PART is a light-weight middleware for developing pervasive applications (specifically games) that run on a range of different devices (PCs, mobile phones, microcontrollers) in a heterogeneous network environment.
The Multi-Simulator Interface (MSI) is a simulation interconnection engine. It connects simulations by synchronizing their clocks and data. It is a light-weight HLA alternative.
Robot Warfare is a real-time strategy game that gives the user an opportunity to manage and program a team of battling robots that autonomously face opposing teams in a network-enabled environment.
1st 3D game engine built in C# for .NET, Visual3D Engine's predecessor
The first 3D game engine built in C# for .NET, predecessor to the Visual3D Game Engine (https://www.poweraccess.net/visual3d-game-engine), an All-in-One Game Development Tool for Next-Gen 3D Games, MMOs, Simulations and Virtual Worlds powered by Microsoft XNA.
EmGeeGen is a server-client information distribution system, tailored for use with the EmGee role playing system (though the theoretical platform should be useful for a variety of tasks).
Momoko is a framework for developing distributed, multi-user, network-aware applications. It includes facilities for storing objects in a tree structure, a shell for manipulating the object database, orthogonal persistence, scripting support, and a trans
"Netlands Project" is a <b>Graphical MUD engine</b>, it comes with a distributed world server, an advanced IA server, a Macromedia Flash MX client and a predefined world named WOARPS, full of ready to go adventures.
Powerful platform for creating networked multiplayer 3D games. The system includes specifications for a client engine and 2 protocols. Demo apps: mud/moo proxy, tetris. Currently uses OpenGL, VRML, java, tcl. Client/server architecture for security.