Xneko displays a window in which a cat chases your ``mouse'' cursor.
The word ``neko'' means ``cat'' in Japanese.
Masayuki Koba, 1990
The original puzzle has 9 triangles per face (size = 3)
and has period 4 turning (i.e. the face or points turn with
90 degree intervals). The puzzle was designed by Uwe Meffert
and called the Magic Octahedron (or Star Puzzler). The
puzzle was not widely distributed but not exactly rare. This
puzzle has some analogies to the Rubik's Cube and the
solving techniques are the same to that of the Pyraminx.
Christoph's Magic Jewel is similar except there are no
trivial corners to solve. This has 2^22*12! or
2,009,078,326,886,400 different combinations.
Uwe Meffert also noticed that there could be an alternate
twisting for the octahedron where it has period 3 turning
(i.e. faces turn with 120 degree intervals).
One is able to simulate a Trajber's Octahedron (period 3
turning and sticky mode). Also one is able to simulate one
with variant turning (period 4 turning and sticky mode).
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
Another root window demo. Lots of pretty icons scurry around
your screen, chasing O.J. Simpson and degrading your systems
performance no doubt! "Relive the experience".
Falcon's Eye is nethack.
With a graphical interface.
With sound.
This port features per-user config: when you first start Falcon's Eye,
it creates $HOME/.falcon and copie default configuration files there,
that you can then edit.
ACM is a LAN-oriented, multiplayer aerial combat simulation. My main
design objective was to provide source code that could be easily
compiled and executed on a wide variety of platforms. To that end,
acm is written entirely in C, exploiting the programming features of
Unix, X11, and the BSD socket interface.
Players engage in air to air combat against one another using heat
seeking missiles and cannons.
ACM is implemented as two programs. The first, named "acm", is a small
program that, when invoked, starts a flight session on a given
workstation. The second component, named "acms", is a server process
that manages the multiplayer environment. It also manages the flight
simulation and display management that is required. Most players will
prefer to run the acms process on a back-end server system on their
local area network. Players at client workstations can then invoke the
acm program to begin play.
What is xosmulti!?
The xosmulti is a kind of X-Windows Desktop-Toy, which displays a
little girl catoon on the top of the active window. "Multi" is
her name, and "os" means "sit" in Japanese.
XSpringies is a mass and spring simulation system. It's intended use is more
like that of a game, than some design package.
It's written using Xlib only. No Motif or any other widgets sets are used.
The animation in XSpringies is done using an off-screen Pixmap. The next
frame is drawn on this pixmap, then is blitted onto the screen. Since the
frame rate is about 30 frames per second, slower machines (or machines which
have poorly written bit-blitting code) will be deathly slow and blinky.
Trojka is a game of skill. The aim of the game is to control and place
falling blocks so that you get three patterns or colors in a row,
horizontally or diagonally. These patterns then disappear, the above
blocks collapse and you get points.