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Tgatb is a 2/3D client for a MMORPG using SDL libraries, written in C, so it should compile at least under Linux, Windows and Mac OS. The game server is up and running, so you can log into the game and start playing. A client for Linux and Windows is available.
Simple meta-server for locating other multiplayer servers
The OverServer is a "server for servers" - its purpose is to allow for coordination of player-hosted servers in one central location so that other players can easily locate games. The OverServer is an open-source tool for game developers who are working on network games and do not require a massively scalable backend for their network services but want a metaserver for their own games.
One particular strength of the player-hosted games setup is that it places the burden of Internet...
GraphOX is a source and content modification system written in C/C++ for Sauerbraten and Assault Cube, that implements some features the developers never implemented. It is completely free, totally customizable and in constant development.
At the moment we are using Sourceforge only as a host until we get our server up and running again, so please don't think that this is permanent.
Tools for installing and setting up dedicated Battlefield servers
Tools to help games administrators to download, install and run online multiplayer games, like Battlefield 1942 dedicated servers and others on GNU/Linux plataform. This project is maintained and developed by Injustos Clan: http://www.injustos.net
Access Google’s most capable multimodal models. Train, test, and deploy AI with 200+ foundation models on one platform.
Vertex AI gives developers access to Gemini 3—Google’s most advanced reasoning and coding model—plus 200+ foundation models including Claude, Llama, and Gemma. Build generative AI apps with Vertex AI Studio, customize with fine-tuning, and deploy to production with enterprise-grade MLOps. New customers get $300 in free credits.
A multiplayer First-Person-Shooter game built in Java 3D
The system is divided into two parts: the client and the server.
Clients at different geographic locations in the network connect to a single server by specifying its IPv4 address. The user gets into the system using his/her username and password. Each user has to make an account for himself in the beginning. His account information will be stored on the server machine in persistent form. Server sessions will have no effect on its accounts.
The server can be running anywhere on the...