L2J is an alternate game server for Lineage2. The L2 protocol is reimplemented in the server, so you can play with this server without any modifications to the client (except changing the server IP address). The latest USA live client version is always supported, so don't expect this server to work with the PTS/Korean client.
LinuxMCE is an add-on to Kubuntu that provides a complete whole-house media solution. It provides PVR and distributed media functions. It is stable, easy to use, and requires no knowledge of Linux and only basic computer skills. It allows you to set up a computer system that centralizes audio/video equipment, allowing you to access all media functions in other rooms with only thin clients. It supports home automation protocols including KNX, EIB, Z-Wave, DMX, EnOcean, and PLCBUS.
Asqare is a simple game for Android. The screen is covered with colored sprites (squares or circles). When you align three or more in a row, all adjacent sprites of the shape and color vanish. You can only swap adjacent sprites vertically or horizontally. You can swap sprites even if it won't result in a three-or-more alignment, but that will cost you 10% of your current score. The game offers two variations on the gameplay and manages a list of current games, which you can pause and recall at any time.
The PushButton Engine is a Flash game engine and framework that's designed for a new generation of games. It makes it easy to bring together great existing libraries and components for building Flash games and makes it possible to spend less time on code and more time on building fun games.
PodSixNet is a lightweight network layer designed to make it easy to write multiplayer games in Python. It uses Python's built in asyncore library and rencode.py (included) to asynchronously serialize network events and arbitrary data structures, and delivers them to your high level classes through simple callback methods. Each class within your game client that wants to receive network events subclasses the ConnectionListener class and then implements Network_* methods to catch specific user-defined events from the server. You don't have to wait for buffers to fill, check sockets for waiting data, etc. Just do connection.Pump() once per game loop and the library will handle everything else for you, passing off events to all classes that are listening. Sending data back to the server is just as easy by using connection.Send(mydata). Likewise on the server side, events are propagated to Network_* method callbacks and data is sent back to clients with the client.Send(mydata) method.