From the homepage: You play an Uplink Agent who makes a living by performing
jobs for major corporations. Your tasks involve hacking into rival computer
systems, stealing research data, sabotaging other companies, laundering money,
erasing evidence, or framing innocent people.
You use the money you earn to upgrade your computer systems, and to buy new
software and tools. As your experience level increases you find more
dangerous and profitable missions become available. You can speculate on a
fully working stock market (and even influence its outcome). You can modify
peoples academic or criminal records. You can divert money from bank transfers
into your own accounts. You can even take part in the construction of the most
deadly computer virus ever designed.
Have you ever wanted more from a Quake2 demo? Tired of making every
player record demos of your clan matches just to see everything? Now
your problems are over (well not all, but..). With Quake2 Relay, you
can record entire matches and play them back through the Replay
module. Unlike client demos, which only record a match through one
player's view, relay demos can record everything in the level for the
entire duration of the match. With Replay, you can watch these matches
through any player's perspective, chase-cam mode, or free-fly mode.
Benefits of Quake2 Relay:
- Every player's perspective is recorded
- No lag
- Smaller and easier than many separate demos
- Many different viewing options
SchwarzWeiss is german and means "black/white".
This game was created 2010 during a 48-hour-game-creating contest at Viennas
Metalab computer lab. The theme was "black and white" (or was it "grid"?)
and only public available resources were allowed.
Lucky for me, that included ThePythonGameBook. In effect I worked around 3 hours
in the evening and around 4 hours in the next morning.
After that I lost interest and presented the game to the other participants
in the Metalab to make use of the weekend for non-computer related activities.
While I'm proud to report that I was the first participant to present a
"playable" game (way before the deadline) I'm less proud to report the results
of test-playing against the other coders. It turned out that while my game is
playable, it is simply boring and not much fun.
Also I got beaten in my own game by people who never played the game before.
The focus of Quetoo is simplicity, security, stability, and speed. It
contains critical security updates for both clients and servers, an
improved console, and some major speed increases. Quetoo is up to 140%
faster than stock Quake II.
If you're looking for visual effect updates and gimmick features, or a
rich single-player experience, run something else. However, perhaps the
following features will sound good to you:
* Dramatic performance increases through proper removal of dynamic
lighting, polyblend, and other "candy" features
* R1Q2 Protocol 35 support and Quetoo-specific protocol extensions to
save bandwidth
* Support for asynchronous video/sound/input and network framing: run
at 90fps over a dial-up connection!
* Location (.loc) file support for alerting team members to your
position
* Bright player skins supported directly within the engine
* Ability to disable ambient sounds and load wildcard pakfiles (*.pak)
* Vastly improved console with Bash-style tab completion, positioned
editing, mouse wheel scrolling, etc.
* Optional deathmatch mod with MySQL frag logging and team play
TetriNET is an addictive 6 player tetr*s game
What this program does is set up a TetriNET server that ordinary
TetriNET clients can connect to. It attempts to fix some of the
"glaring" holes in the TetriNET protocol that I discovered, and which
I'm sure some people use as cheats, but I now see why it is nearly
impossible to fix ;), without a modification to the client.
I've kept the server as close to the same as the original TetriNET
server, but I've added some extras that I've often wanted, such as
the "/kick" and "/ban" keywords.
Please note, this server in no way encompasses the whole game. The clients
are the ones that do most of the work, with the server just passing suitable
packets between each client, and of course adding some of it's own.
Xoids is an asteroids-type game written for X in my (spare) time. The
game was originally developed on a Sun4 system while on an oceanographic
research cruise. It's by no means finished.
While Xoids is strikingly similar to the original Asteroids game,
there are some differences:
o Full color pixmaps
o One or Two Player (duel and cooperative) modes
o Can bounce off asteroids instead of dying (if going slow)
o Shots have relative speed, and impart intertia to the ship
o Asteroids have appropriate "masses": realistic physics
o The alien (called the Slurb) tracks players rather than
flying around aimlessly
o Thrusting and using hyperspace can overheat your engines (boom!)
o Co-op mode links players together via a flexible space-cable
Context Free Design Grammar compiler.
About CFDG:
Chris Coyne created a small language for design grammars called CFDG.
These grammars are sets of non-deterministic rules to produce images.
The images are surprisingly beautiful, often from very simple grammars.
Context Free is a full graphical environment for editing, rendering,
and exploring CFDG design grammars.
Features:
* Simultaneously available for Macintosh, Windows and Posix/Unix.
* Progressive image update: watch it generate
* Save generated images in PNG or SVG format.
* Produce animations
* Edit grammars and re-render easily.
* Render very large images (as large as 100 Mega-pixels).
* Can handle generated images with millions of shapes.
* Carefully tuned graphics rendering
* Many built-in examples
* Automatic checking for updates (Mac only).
* It's free, as in beer and as in speech.
GMT is a collection of public-domain Unix tools that allows you to
manipulate x,y and x,y,z data sets (filtering, trend fitting,
gridding, projecting, etc.) and produce PostScript illustrations
ranging from simple x-y plots, via contour maps, to artificially
illuminated surfaces and 3-d perspective views in black/white or
24bit color. Linear, log10, and power scaling is supported in
addition to 25 common map projections. The processing and display
routines within GMT are completely general and will handle any (x,y)
or (x,y,z) data as input.
This port installs only the GMT manpages, there is a tutorial and
documentation in .ps, .pdf and .html format on the ftp site, too.
In case you look for data to plot, there is topological data at
ftp://topex.ucsd.edu/pub/global_topo_2min/topo_8.2.img
(140MB, covers nearly the whole earth)
GTS stands for the GNU Triangulated Surface Library. It is an Open Source
Free Software Library intended to provide a set of useful functions to deal
with 3D surfaces meshed with interconnected triangles.
A brief summary of its main features:
- Simple object-oriented structure giving easy access to topological
properties.
- 2D dynamic Delaunay and constrained Delaunay triangulations.
- Robust geometric predicates (orientation, in circle) using fast adaptive
floating point arithmetic.
- Robust set operations on surfaces (union, intersection, difference).
- Surface refinement and coarsening (multiresolution models).
- Dynamic view-independent continuous level-of-detail.
- Preliminary support for view-dependent level-of-detail.
- Bounding-boxes trees and Kd-trees for efficient point location and
collision/intersection detection.
- Graph operations: traversal, graph partitioning.
- Metric operations (area, volume, curvature ...).
- Triangle strips generation for fast rendering.
This is the libjpeg-turbo library.
libjpeg-turbo is a high-speed version of libjpeg for x86 and x86-64 processors
which uses SIMD instructions (MMX, SSE2, etc.) to accelerate baseline JPEG
compression and decompression.
libjpeg-turbo is generally 2-4x as fast as the unmodified version
of libjpeg, all else being equal.
libjpeg-turbo was originally based on libjpeg/SIMD by Miyasaka Masaru,
but the TigerVNC and VirtualGL projects made numerous enhancements to the codec,
including improved support for Mac OS X, 64-bit support,
support for 32-bit and big endian pixel formats (RGBA, ABGR, etc.),
accelerated Huffman encoding/decoding, and various bug fixes.
The goal was to produce a fully open source codec that could replace
the partially closed source TurboJPEG/IPP codec used by VirtualGL and TurboVNC.
libjpeg-turbo generally achieves 80-120% of the performance of TurboJPEG/IPP.
It is faster in some areas but slower in others.