Wine is a Microsoft Windows compatibility layer (or program loader)
capable of running Windows applications on i386 and compatible CPUs.
Windows programs running in Wine act as native programs would, running
without the performance or memory usage penalties of an emulator, with
a similar look and feel to other applications on your desktop.
Many applications already work, more or less, including versions of
Microsoft Office and several games.
Gerald Pfeifer <gerald@FreeBSD.org>
AntiMicro is a graphical program used to map keyboard keys and mouse controls
to a gamepad. This program is useful for playing PC games using a gamepad
that do not have any form of built-in gamepad support. However,
you can use this program to control any desktop application with a gamepad;
this means that your system has to be running an X environment in order to
run this program.
ClanLib delivers a platform independent interface to write games with. If a
game is written with ClanLib, it should be possible to compile the game under
any platform (supported by ClanLib, that is) without changes in the application
source code.
But ClanLib is not just a wrapper library, providing an common interface to
low level libraries such as DirectX, Svgalib, X11, GGI, etc. While platform
independency is ClanLib's primary goal, it also tries to be a service-minded
game SDK. In other words, authors have put great effort in to designing the API,
to ensure ClanLib's easy of use - while maintaining it's power.
ClanLib delivers a platform independent interface to write games with. If a
game is written with ClanLib, it should be possible to compile the game under
any platform (supported by ClanLib, that is) without changes in the application
source code.
But ClanLib is not just a wrapper library, providing an common interface to
low level libraries such as DirectX, Svgalib, X11, GGI, etc. While platform
independency is ClanLib's primary goal, it also tries to be a service-minded
game SDK. In other words, authors have put great effort in to designing the API,
to ensure ClanLib's easy of use - while maintaining it's power.
ClanLib delivers a platform independent interface to write games with. If a
game is written with ClanLib, it should be possible to compile the game under
any platform (supported by ClanLib, that is) without changes in the application
source code.
But ClanLib is not just a wrapper library, providing an common interface to
low level libraries such as DirectX, Svgalib, X11, GGI, etc. While platform
independency is ClanLib's primary goal, it also tries to be a service-minded
game SDK. In other words, authors have put great effort in to designing the API,
to ensure ClanLib's easy of use - while maintaining it's power.
OcempGUI is a small toolkit, which comes with various modules suitable for
event management, user interfaces, 2D drawing and accessibility.
OcempGUI enables developers to enhance their python and/or pygame applications
and games easily with graphical UI elements such as buttons, entry boxes,
scrolling abilities and more as well as simple event brokers or features, which
enhance the program by adding accessibility to its objects.
It can save a developer much time by providing a broad range of drawing
routines and ready-to-use event capable object types. The developer can focus
on the main tasks instead of taking care about needed low-level components,
which are given to him with OcempGUI.
Squirrel is a high level imperative/OO programming language, designed
to be a powerful scripting tool that fits in the size, memory bandwidth,
and real-time requirements of applications like games. However Squirrel
offers a wide range of features like dynamic typing, delegation, classes
& inheritance, higher order functions, generators, coroutines, tail
recursion, exception handling, automatic memory management, weak
references, etc.
Squirrel is inspired by languages like Python, Javascript and especially
Lua. The API is very similar and the table code is based on the Lua one.
As with other Pseudo-Random Number Generator (PRNG) algorithms like the
Mersenne Twister (see Math::Random::MT), this algorithm is designed to
take some seed information and produce seemingly random results as output.
However, ISAAC (Indirection, Shift, Accumulate, Add, and Count) has
different goals than these commonly used algorithms. In particular, it's
really fast - on average, it requires only 18.75 machine cycles to generate
a 32-bit value. This makes it suitable for applications where a significant
amount of random data needs to be produced quickly, such solving using the
Monte Carlo method or for games.
As with other Pseudo-Random Number Generator (PRNG) algorithms like the
Mersenne Twister (see Math::Random::MT), this algorithm is designed to
take some seed information and produce seemingly random results as output.
However, ISAAC (Indirection, Shift, Accumulate, Add, and Count) has
different goals than these commonly used algorithms. In particular, it's
really fast - on average, it requires only 18.75 machine cycles to generate
a 32-bit value. This makes it suitable for applications where a significant
amount of random data needs to be produced quickly, such solving using the
Monte Carlo method or for games.
The Irrlicht Engine is an open source high performance realtime 3D engine
written in C++. It is completely cross-platform, using D3D, OpenGL and
its own software renderer, and has all of the state-of-the-art features
which can be found in commercial 3d engines.
It has a huge active community, and there are lots of games in development that
use the engine. You can find enhancements for Irrlicht all over the web, like
alternative terrain renderers, portal renderers, world layers, tutorials,
editors, bindings for java, perl, ruby, python, and so on.