Search Results for "sourceforge.net/projects/winpython/files/winpython_3.8/3.8.10.0/winpython64-3.8.10.0.7z" - Page 6

Showing 133 open source projects for "sourceforge.net/projects/winpython/files/winpython_3.8/3.8.10.0/winpython64-3.8.10.0.7z"

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  • 1

    Geome

    A multiplayer recreation of what Digital Integration did in the 1990s

    GeoME (Geographic Military Enviroment) is a project to create a battlefield simulation framework, which can then be used for various projects. Our project has been influenced by games like Carrier Command, Hind, Apache and Battlezone.
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  • 2
    ASSET is an open source Java application providing support to the modelling of maritime tactics. User-defined performance files can be used to replace the generic data used for ships, submarines, weapons, sensors, and helos.
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  • 3
    A Character Manager written in PHP/MySQL/HTML/CSS that can be used for a myriad of projects, from an internal corp monitor to a presentation platform such as Ineve.net or Eve-sheet.com
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  • 4
    Stepmania (www.stepmania.com) is a dance game simulator. It uses .sm and .dwi files to store dance steps for songs. This program applies logical rules to make change these files into a file that is more fun to dance to.
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  • 5
    Set of helper classes to generate random scenes, objects, textures for use in Xith3D projects. NB: this project is in no way affiliated with Xith3D or its creators other than that is the target 3D environment.
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  • 6
    Original Creator -> http://www.donhopkins.com Original SimCity projects by Don Hopkins: http://www.art.net/~hopkins/Don/simcity/index.html from: http://www.donhopkins.com/drupal/node/130 GPL Open Source Code of OLPC SimCity to be called Micropolis
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  • 7
    A library of scripts and mission files for the Operation Flashpoint PC game.
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  • 8
    This is a Roller Coaster Tycoon port for the Sony PSP. It will be compatible with the PC Version. The port will use the same files as the PC version so you must own the game to use this port. ** Edit:** Sorry to everyone wanting this port... in another project i have hit a few hickups that until further notice come has killed this project. they are as follows; 1: due to the fact that the original game was written in assembly, it was running as fast as it could... i cant get code that optimized so it would be slower and 2: due to the psps having no memory management that makes things really tough for coders because you have to structure everything, that and with the way how things would have to work on the psp the 20mb of ram (for everything including the gpu)is really limiting. ...
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