mCode is designed to be a dynamic 3d platform for simulation and visualization, with a focus on visual networking.
GGDB is a Perl module for decoding and encoding Nintendo Entertainment System Game Genie codes.
The Sony(R) Playstation(tm) 2 Development Group.
Access to Irrlicht Engine SDK from assembler, C, Python, Basic, Pascal
Python ctypes module for the Irrlicht Engine SDK for 2d/3d games and graphics. Compatibility with all Python versions, wich support ctypes module. Second internal project is SWIG wrapper. Additional support for SVG files over AGG or Cairo library. Also irrlicht_c library give access to Irrlicht functional from other programming languages: ASM (FASM), C (TinyC), Basic (FreeBASIC, thinBasic, OxygenBasic), Pascal, Gentee, AutoIt and game frameworks like GameMaker or Blitz.
The easiest way to seamlessly integrate the Lua scripting language into any C/C++ project. CaLua allows you to expose C structures and functions to Lua scripts, and expose Lua functions to C programs, with the use of a few simple C functions.
We write cewl games. (At least, we think so...) Right now the games run on Nintendo's Game Boy [Advance], but in the future... who knows?
A small (and ugly) firework display i wrote in ASM for a competition... It actually came in shared first place :) It can run stand-alone as its own OS or in DOS or DOSBox (but not in ntvdm). Source also includes a python script i wrote for generating
Primary goal is to develop 4k-demos, that is, demos that somehow fit into four kilobytes. From time to time, 4k-contests will be initiated to push the project contributors' motivation.
This project is for learning to write games while doing a couple of then and an engine core.
Upload games to legacy apple // computers via serial and no floppies!
This java (version 6 or higher) program allows you to send games directly to an old apple // computer with no need for floppies, only a serial cable. No hardware modification is necessary, you only need a working serial connection. A cousin of this project can be found here: http://asciiexpress.net/gameserver/ (Thanks Egan!)
B.O.T.S (Bots Tactical Simulation) is a programming game, where players "code" the behaviour of their bot and watch them fight with others bots in a arena. It comes with a full environnement in Java/Swing, for coding, debugging, playing matchs, etc ...
The chaosengine is a generic game library, with a heavy emphasis on modularity, flexibility, OS independence, and OO design.The final product should include an extensive selection of modules not limited to, but including a strong graphics and audio engine
CleanQW is a "cleaned up" version of ID Software's QuakeWorld. This makes for easier modifications by other authors, as well as a leaner, meaner QW.
I finally got around to actually coding something! This is going to be an OS for use on combat robots, complete with full support for sensors, hammers, flamethrowers, wedges, saws, and clamper robots. All weapon systems are fully customizable w/RC.
DRAKE is a true homebrew game console that consists of specially crafted hardware, system software and games.
(moved to http://savannah.nongnu.org/projects/demi) Demi is an object-oriented library for Gameboy Advance programming. The main purpose of this project is to standardize commonly used aspects of GBA programming with an integrated standard library.
TimeSnake is (will be) a real-time, network capable game engine, kept modular to facilitate portability. Emphasis on keeping frame rate high, for a level playing field in competitive gaming. Dragon Fly is the first game using TimeSnake, a 3D fantasy base
Dreamos is an operating system developed on Sega Dreamcast to be ported to an array of embedded devices. The goal of the project is to be able to run non-ported Unix programs on the Sega Dreamcast and other embedded devices with ease and POSIX compliance
Lapetus, an high-level open source library that can be used in the development of programs and games for the Sega Saturn.
An open abstraction layer for realtime graphics applications. This project is a highly optimised cross platform (or will be) kernel for games. One Opal HAL shall exist for each target CPU. The C++ sources are ANSI compliant and should compile without chan
An English translation patch for the SNES game Radical Dreamers. <br>(c) 2000 - 2003 Demiforce. All yaya reserved.
SCUMM Developer is a project in which we will try and make an IDE which will run a set of tools to manipulate or create your own SCUMM Game. We plan on supporting all versions and possibly even GRIME.
This is a flight simulator attempting to recreate the expererience of flying a shuttlecraft from the STAR TREK series. Support will be included for many popular flight simulation hardware.