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The Open Game Studio is a project that targets game developers (mostly hobbyists). The goal of this project is to create a development environment that focuses on developing the game content. An engine that can run the created games is in work too.
This is the source code I found recently for glDoom. I found it on a hard drive I got back from a friend who died a few years ago. I only looked because we're moving. It's been modified to work with VS2008, DirectX9 and to fix a couple of bugs.
ZASM is a 2 pass assembler for Zilog's 8-bit CPU Z80.
Supported platforms: Unix-style OS, e.g. MacOS X, Linux, BSD.
Special support for ZX Spectrum emulator file formats.
Binary or intel hex file output.
ENIGMA is a free game and application development toolkit, utilizing GCC and a series of parsers to convert a high level, script-like language based on Game Maker's GML, into C++. The toolkit employs a mixture of both C++ and GML, accepting either.
This is a 2D shooting action game for two players for GNU/Linux, Mac OS X, and Windows. Current release written in C++ using the SDL library with its extensions. Next release will be in Java.
A simple, lightweight, 2D game engine, made especially for beginner game developers. At a very early stage, but growing quickly. I'm moving, so no new releases for 1-2 weeks.
Using C++, STL, OpenGL, SDL, Box2D and ODE. This project strives for platform independance, code readability and speed. The main target is to provide a convincing driving and physical simulation through the use of ODE at a reasonable frame rate.
A C++ written console application which allows to "log" a Poker game intelligently, i.e. the program also leads the players through the game. The Code can also be used as a basement for further projects, like a poker-bot etc.
NOTE THAT THIS PROJECT HAS MOVED TO GOOGLE CODE https://code.google.com/p/bitfighter/ Bitfighter is a really fun (!) multiplayer shoot-em-up with customizable ships and Robotron-like controls. Solid networking for great Internet playability.
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A server software for the game of Minecraft.
Based off MCSharp and coded vastly by Zallist.
Basically the finished product (on r34.3)
Completely public code.
Bwock is a cute and colorful puzzle game under development. It is greatly inspired by Sokoban and the great NES underdog, "The Adventures of Lolo". Code hosted at http://code.google.com/p/bwock
The Day 0 is (yet) minimal FPS, and will include networking feature and a RTS mode. We use the irrlicht demo as a basis for implementing some new features. So, don't be surprised if you doesn't see any graphical change in the release :-)
A simplistic first-person game base built around the idea of a single-floor grid of cubes layout. In its current state, it allows navigating around a 3D maze. It utilises SDL and OpenGL. Its source code is released into the public domain.
An experimental Sudoku solver that is written using 64 lines or less of Ccode. Meant as a general experiment in seeing if Sudoku can be solved in that small amount of code.
It was my freshman C++ class project it's written in C++ it's a simple 2D car racing game now I put it on the web, maybe someone will find the source code interesting and helpful.
MicroPather is a path finder and A* solver (astar or a-star) written in platform independent C++ that can be easily integrated into existing code. MicroPather focuses on being a path finding engine for video games but is a generic A* solver.
This is a project to develop the old DikuMUD/ROM2.4 to an updated code interfaced with the web using the PHP scripting language. This project has been put on the back burner due to llimitations of PHP and concept.
The Beholder project was begun with the purpose of creating an open source code library for use in cross-platform development of game software based on the D20 Game License released under the OGL by Wizards of the Coast.
A shareware game called begin was released in 1984: a tactical starship game with a good AI and fair rules (the computer had no advantage) I've hacked assembly code to make it a multiplayer game, so that folk can challenge each other rather than the AI.
A port of Quake 1 to Direct 3D. This is a native port, not using any wrappers or suchlike. Direct 3D 9.0c is used, and all of the code has been written from scratch to replicate as much of GLQuake's functionality as possible.
Teaches the Japanese Kana using a repetitive approach. You must quickly enter each Kana's romanji when it falls from the top of the screen. By the time you have completed all 30 levels you will know the romanji and pronunciation for every Kana character
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UPDATE 2012-08-15: Software license has been updated to the MIT License! In the source files it still say GPL, so please just ignore that. All of the code is...