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WAGćF provides low-level services required by the wireless games of today. Includes animation; collision detection; fields, gravity; mass effects: inertia, momentum; rotation; and a simple rule-based mechanism to add modular game logic components.
Java Emulation Framework (or JEF, for short) is a collection of java classes that provide a framework for creating emulators. Many common emulator related problems are solved in JEF such as CPU emulation, graphics decoding and rendering etc.
Establishing a model of the concept of game, in order to offer a framework that might be used to simulate any kind of game.
Ultimate goal : awakening AI thanks to games.
An object oriented framework for AI research in intelligent agents. Extensible to any information source. Graphics toolkit for visualization to view bots in real time. Extensible GUI to run bots and visualizations under common framework.
A framework of Java components for building applications that operate on the popular Squawkbox/ProController protocols used for Internet real-time Air Traffic Control and flying simulation. The big networks are VATSIM (www.vatsim.net) and IVAO (ivao.org)
Galahad is a Javaframework for the construction of multi-player card and board games of all types. Galahad will include network and AI play and will ultimately evolve into a set of vertical and horizontal frameworks.
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
Fungus is a framework for distributed simulation by multi-agents.
It uses a very modular architecture.
A GUI is provided.
In our model, everything is Agent. Even the environnement.
You have an access to the communication's 'canals'.
Server-side framework to create cardgames of various types. Defines communication models, protocols, interfaces, accounting, data models and distribution mechanisms. Not covering concrete implementations nor clients to access concrete implementations.
The purpose of this "General Game Framework" is to make easier and speed up the development of a wide range of games. The main goal is to be simple, flexible and well documented. It's like a High level (above graphics and sounds) library for games.
The aim of this project is to develop an extensible framework for building "virtual worlds", and allowing large numbers of people to explore them. Examples would be a MUD, or even a virtualization of your own home.
Simulacra is intended to be a standards-based framework for Play-by-Email/Web simulation games. It is written in Java, and uses XML as the transport mechanism. In addition, OpenPGP will be used for security and authentication puposes.
The educational game framework aims to make it possible for anyone to make a educational game. The project will consist of many premade modules which the user can customize and configure to make a educational game.
NekoMUD is a Multi-User Dungeon server written in Java using the Spring framework. Individual MUD servers may be made part of a larger MUD network. Server code is licensed under the GNU Affero GPL Version 3+.
The Modular Game Engine project aims to create a framework for building and prototyping computer games. The focus lies on its ontological approach. Every object in a game is represented by a separate module. These modules share a common interface and can therefore be plugged into other projects effortlessly. A module can have configurable properties, allowing for different configurations of the same module to serve different purposes.
A new project extending the basic jGameAI framework. This simulation demonstrates flocking and grouping behaviour as appearing in nature like birds and fisch schools.