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.
QGolf was developed for radio amateurs to clarify the behaviour of a signal on an antenna. It demonstrates the forces that act on a rope if you move one end of it: you can see how waves are reflected, how resonance occurs, and how multiple pulses coexist on the same rope. Various parameters can be updated during the simulation.
"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.
The Whole Brain Catalog is a 3D virtual environment to facilitate solutions for currently intractable challenges in brain research. It is meant to enable the synthesis of data measured from brains at different scales into more coherent models of brain structure and function. The Whole Brain Catalog is a client-server platform that provides rich 3D views for researchers to zoom in, out, and around structures deep in a multi-scale spatial framework of the mouse brain. A 3D graphics engine used in graphics-intensive computer gaming generates high-resolution visualizations that bring data to life through biological simulations and animations.
RobotMinds is a simulation of a tournament in which programmable robots compete. Each robot's objective is to find its way out of a maze to its home tile. The robots have sensors, and can act on what they sense. There are toxic tiles and radiation from other robots that will destroy robots if exposed to it for too long. The robots can be programmed by way of four screens of checkboxes representing binary switches, so you can program a robot with no knowledge of any programming languages. You can lay walls or full maps to restrict movement.
PEDSIM is a microscopic pedestrian crowd simulation system. The PEDSIM library allows you to use pedestrian dynamics in your own software. Based on pure C++/STL without additional packages, it runs on virtually every operating system. The PEDSIM Demo Application (Qt) gives you a quick overview of the capabilities, and is a starting point for your own experiments. PEDSIM is suitable for use in crowd simulations (e.g. indoor evacuation simulation, large scale outdoor simulations), where one is interested in output like pedestrian density or evacuation time. The quality of the individual agent's trajectory is high, PEDSIM can be used for creating massive pedestrian crowds in movies. Since libpedsim is easy to use and extend, it is a good starting point for science projects.
pydance is a dancing game written in Python, formerly named pyDDR. The idea is simple. There's a floor mat with arrows, and the game scrolls arrows up the screen to the beat while playing a song. When the arrows reach the top of the screen (not sooner and not later), the player hits the corresponding arrow on the pad, and given that it's hit on time with the beat, points are scored. Based on how well the dance is put together, s/he is graded at the end of the song. Both keyboard and mat play are supported.