Showing 7 open source projects for "inventory system"

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  • 1
    Tallas Erbe is a graphical Textandventure with many Roleplaying elements. You just read descriptions and navigate in textmode, the other things are graphical. So like the inventory, the UI, location-screens and the fighting System.
    Downloads: 0 This Week
    Last Update:
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  • 2

    sauercraft

    A minecraft clone thing on the cube 2 engine

    a minecraft clone in cube engine 2. it is going to utilize build 101 of cube 2 released on December 2nd 2008. currently being planned, any help is needed.
    Downloads: 0 This Week
    Last Update:
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  • 3
    L2Acc is a packet sniffer for Lineage 2 (C4) game that uses WinPCap. It tracks the private shop prices and provides market evolution, scans the inventory and calculates its value, recipe budgets, allows recipe search and price estimation.
    Downloads: 0 This Week
    Last Update:
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  • 4
    Feta Efficiently Tracks Assets. Feta is a PHP/MySQL/PostgreSQL application for use in tracking inventory of computer hardware within a company for internal use.
    Downloads: 0 This Week
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  • 5
    This is a character and items editor for the game Diablo 2 (D2). This also features updates for the expansion pack Diablo 2 LOD. Features include stat editor, money, inventory, and gem upgrade system. Donations are needed and will soon be accepted!
    Downloads: 1 This Week
    Last Update:
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  • 6
    Ad Infinitum is an open source dinamic turn-based Role Playing Game (RPG). Features: - provides realistic inventory size and realistic monster dropping system; - contains weapon creating system from found materials and other weapon parts.
    Downloads: 0 This Week
    Last Update:
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  • 7

    Lfant

    A small Game Engine project.

    ...The code uses an Entity-Component model, a bit like Unity3D, where Entities have a list of Components that they can access at any given time. These components "add" functionality to the owner Entity (albeit not directly). Examples of Components are Rigidbody, HeatTransfer, Inventory, MeshRenderer, ParticleSystem. 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.
    Downloads: 0 This Week
    Last Update:
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