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This program is a basic way of the "oldschool"-game Tic Tac Toe
This program is a basic interpretation of the "oldschool"-game Tic Tac Toe.
If you want to play, you have to download the JRE (Java RuntimeEngine) which you can get from http://java.com/download . In most cases its installed already.
This software uses the SuM-Libraries which are in the installation package. You could get them from http://www.mg-werl.de/sum/.
This is the first step of a board game engine development plan "Architect". The first version will be playing the classical Gomoku game, and this version is called "Architect I". This project also shows the rich features of the next generation Java graphical user interface. The GUI of this application was built using JavaFX 2.0 which was entirely written in Java. Although as been announced, JavaFX 3.0 will be integrated into JRE in next year, at this point, you still need a separate runtime evironment. ...
The Imaginary Game Engine project tries to create a full-featured, modular and multi-threaded game engine in C#, usable with both Microsoft's .NET runtime and Mono.
Geist3D is a graphics engine complete with an integrated development environment. It combines an extensible Scene Graph API with a Petri Net runtime kernel, the Lua scripting engine and rigid body physics.
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This project is an XHTML CSS DHTML scratch and win game card that can be completely configured with a new look and feel through html stylesheets only. The games prizes/odds can be configured through a php runtimeengine. demo at eScratchAndWin.com
A source framework and runtime library for building game engines; providing windowing, input, sound, and networking; in a simple, platform-independant manner. Utilizing C++, OpenGL, and various native APIs to provide a platform-transparent system.
...The intent of use for this system is that most of the time you won't have super specific entities, only child or grandchild classes, but have many components that can be added, removed, or even swapped between Entities, at runtime. I am also using the Bullet physics engine (with some modifications here and there), a portion of Boost, GLEW, GLFW, GLM, Squirrel (scripting language), and TinyXML2.