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Stoopid Chess is a chess playing program with a GUI which allows you to play against the computer. It's written in C# and plays with reasonable game strength.
Boids, developed by Craig Reynolds (http://www.red3d.com/cwr/) in 1986, is an artificial life program, simulating the flocking behaviour of birds. This demo implements the pseudo code found here: http://www.kfish.org/boids/pseudocode.html
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.
Final Fantasy 1 Trainer is a trainer for the NES game Final Fantasy 1. The code is written in ANSI C and C#. I distribute the source code for beginner in C who want to make a trainer. Binairies availables: MS-DOS, .NET . Languages: French,English.
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.
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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 Framework for air guitar based applications. Code settings...
- language: C++
- used IDE: microsoft visual studio 2005
- libs: FMOD, OpenGL + GLUT and DsVideoLib
GLQuake32 aims to bring back the glory of the original glquake but optimize it for Win32. I got really sick of putting in the "-bpp -width -height" commands. So i decided the easiest thing to to was to change the code.
Same as Sokudo rule:
Fill in the game board so that the numbers 1 through 9 occur exactly once in each row, column, and 3x3 box(we call it RULE). The numbers can appear in any order and diagonals are not considered.
Base on Win32SDK, code with C++
Our goal is to create a Openly available and usable version of the MSL used by all Unreal Engine based games. The code being completely portable to almost all widely used Operating Systems including Linux, BSD, Solaris, Mac OS X, and Windows.
Text Space Game rpg would like to make the game better by makeing the text game open source and for people to have fun with useing the code for people can have ideas for some new code.
A project to hone my C/C++ skills, modifying the source code for the pDiaspora server and client.
Original source can be found from the creator's website at http://www.nighsoft.com or his sourceforge account https://sourceforge.net/projects/pdiaspora
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...
Skeleton is a graphical coding environment to easily create and modify rooms/areas
of MUDs basing on the Evermore Core Library (EverLib - see www.evermore.de).
This project has created a plugin for the Multi Purpose Viewer (MPV) an open source Image Generator (IG) used for testing the Common Image Generator Interface (CIGI). The code of this project is an adaptation of the ShaderManager from Delta3D.
Argorha Pathfinding is an algorithm which permit you to find your way into a polygon soup ( 3D world ) efficently by precalculating a system of sectors and portals. AStar included. Demo in Download section, code on SVN.