Showing 5 open source projects for "inventory system"

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  • 1
    Data Crow

    Data Crow

    Your collection, your way

    Data Crow is an open source collection manager for movies & video (DivX, MP4, MKV, etc.), TV series, books (and eBooks), images, board games, comic books, games & software, and music (MP3 and other audio files). Besides these built-in modules (which you can customise to fit your needs) you can create entirely new ones. Want to catalogue your stamps, equipment, wine, or anything else? Data Crow makes it possible. Your collection is accessible the way you prefer: as a stand-alone desktop...
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    Downloads: 583 This Week
    Last Update:
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  • 2
    JIVES
    Java Interactive Virtual Enviroment System - A framework to create latest generation 3D Inventory Based Adventure Games and simulators, where user can combine items of an inventory and make them interact with the entites of a virtual world. Test JIVES online: 1) Download basic demo script from http://sourceforge.net/projects/jives/files/1.0/basic-demo-jme.jives/download 2) Run the applet from http://simonesegalini.altervista.org/jives/test/test.html
    Downloads: 0 This Week
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  • 3
    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
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  • 4
    RICS
    The Rapid Inventory Collection System (RICS) developed by Geoscience Australia is used to capture and save geo-tagged digital imagery of built environments.The software is multi-threaded and developed in C++ using wxWidgets, Boost and SQLite.
    Downloads: 0 This Week
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  • 5

    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
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