The WorldForge Project is developing a complete, distributable framework for massively multiplayer online roleplaying games. The system will include a number of fully developed roleplaying worlds with unique maps, histories, creatures and legends. To run these worlds on the servers a balanced but highly customisable set of roleplaying rules is being developed. Provisions will be made to allow others the ability to recode the servers to use alternate rule sets. A standard protocol named Atlas is being developed to allow a common communication layer between clients, servers, and associated tools. For software packages that make up the system being developed by the WorldForge project, please see the dependencies for this record.
Ren'ai/Dating Simulation Engine is derived from a type of computer game from Japan. The player controls a point of view (POV) game character, who interacts with other game characters in the hopes of winning the love of one of them. So far all of these games are closed source, and none have been translated into English. The Ren'ai includes a cross platform, internationalized game engine, on which dating sim type games can be played, plus an English based game to play on that engine.
SIMPLE_1 (SIMulation Program for Logistics Engin'g) is a discrete/continuous network-oriented simulation language with general-purpose programming language features. The Linux version of this software includes a project management system to automate integration of user-developed C/C++ code into SIMPLE_1 network models. A user's C/C++ code is interfaced with the SIMPLE_1 modeling language through information embedded in comments in the user's header file(s). SIMPLE_1 produces executable files with the help of the C++ compiler.
Open Pinball is a pinball simulator. The program is divided into two processes. The main process takes care of interpreting the .table description files and controls the ball's movements according to physical laws. It communicates the ball's coordinates to another process (renderer) which renders the table (taken from the same .table file) and the ball as it moves around. The main process must also communicate status for objects it hits so that renderer can produce sounds and count scoring. The rendering process is currently a 2D renderer.
Motorsport is a project with a clear goal: to create the most realistic vehicle simulation possible. This includes cars and trucks, which can be driven using common input devices such as keyboards and steering wheels. It limits realism to what the hardware, and is intended for hardcore driving simulator fans. This means that it will try to have realistic physics, but not necessarily 'playable', 'easy', or 'fun' physics - these characteristics will depend on which vehicle is driven and on what a person is trying to drive it.
"The Game" is a project designed to simplify the process of producing any high-quality cross-platform 2D or 3D graphical computer game. The hope is that any game can be produced simply by changing a few settings and pressing a "compile" button. The project has three "deliverables": a game engine library to abstract across the set of all possible computer games (applying object-oriented design methods to the general problem in such a way as to be usable in specific instances); a graphical interface for easy game design (an exercise in human interface design); and a gaming package with a lot of shiny games to play.
a2b is an abstract train game where you guide trains to their destination without letting them collide with each other. Each game is played on a set of tracks on which trains run at regular intervals. You pick a train and accelerate, brake, or stop as necessary to safely guide it to its destination. Since trains are continously being launched, more than 1 train will want to use the same section of a track, potentially leading to a collision. You must resolve this by making a train wait while you rush another train. As a last resort, you can send a train back to its base.