Tags : Browse Projects

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OpenArena

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  Analyzed 1 day ago

OpenArena is an open-source content package for Quake III Arena licensed under the GPL, effectively creating a free stand-alone game. You do not need Quake III Arena to play this game. Bots were added starting in 0.6.0. They will spout taunts and everything! Concepts would be loose, so don't ... [More] expect a remake of Klesk in his original Klesk form, or any direct remakes of any map/weapon/model. OpenArena uses the ioquake3 open source Quake 3 distribution . [Less]

523K lines of code

5 current contributors

8 months since last commit

31 users on Open Hub

Very Low Activity
4.55556
   
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Chaotic Rage

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  Analyzed 1 day ago

An unusual yet very fun shooter game with zombies, machineguns, flamethrowers and more! Features include tanks, zombies, various random maps, network play, campaign, arcade mode, destructible environments, multiple mods. It's meant to be fun rather than too serious - think Team Fortress or ... [More] Worms, instead of Call of Duty. Set somewhere far away, there is Zombies on the loose, and you have to kill them. That's not the only story line though - I just add stuff randomly if I think it's fun. [Less]

84.9K lines of code

1 current contributors

7 months since last commit

3 users on Open Hub

Very Low Activity
5.0
 
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opensim4opencog

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  Analyzed almost 3 years ago

The goal of this project is to develop an interface to Opensim for OpenCog and other AI systems. It provides a means of connecting external AI bots over a socket to an avatar in the OpenSim Simulator . It uses TextSL as base and updates it to use libopenmetaverse, and includes DotLisp and a simple ... [More] task queue processor as a persistent middle layer. http://opencog.org/wiki/OpenSim_for_OpenCog [Less]

1.01M lines of code

0 current contributors

over 9 years since last commit

1 users on Open Hub

Activity Not Available
0.0
 
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PryDevServer: 4TC

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  Analyzed almost 3 years ago

The Best World of Warcraft Emulation on the planet: Thanks goes to Dev Teams such as Ultra Core: Trinity, YTDB, SD2, ACID, and various individuals / teams. 4 More Details go 2: http://prydevserver.com/ultracore/ and become part of our community!

0 lines of code

0 current contributors

0 since last commit

1 users on Open Hub

Activity Not Available
5.0
 
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Mostly written in language not available
Licenses: gpl

Tcldrop

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  Analyzed almost 3 years ago

Tcldrop is basically a clone of the Eggdrop IRC bot, but is being written purely in Tcl. The intention is to write a much more scriptable bot than Eggdrop is. It will run stand-alone or from any Tcl-enabled application (Tcl v8.5+).

68K lines of code

0 current contributors

over 12 years since last commit

1 users on Open Hub

Activity Not Available
5.0
 
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Licenses: lgpl21_or..., lgpv3_or_...

bothome

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  No analysis available

application for managing bots

0 lines of code

0 current contributors

0 since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: gpl
Tags bots

omnibot-rtcw

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  Analyzed almost 3 years ago

A modification of Return to Castle Wolfenstein with the Omni-bot framework integrated. There are also other general modifications made to the game. No bot code is included, only the interface that is set up to communicate with the Omni-bot framework

459K lines of code

4 current contributors

almost 3 years since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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ssmbot

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  No analysis available

0 lines of code

0 current contributors

0 since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: bsd

warpigserver

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  No analysis available

This is a group coordination server for agents that run on GameBots 2004 enabled Unreal Tournament servers. The server is written in java but should be accessable by any language using TCP/IP. Inividual bot behaviors need to be implemented seperatly with the ability to interface with the server. ... [More] While this is a Gamebots / Unreal specific implementation some effort is made to keep the command server dealing with data that is generic enough to be used on any game where agents can be coded. This means navigation points must be supplied to the server and most commands sent or received by the server take the form of simple text that must be decoded by the individual agent. Movement styles and basic tactics for individual squads(3-4 agents) are limited because the focus is instead on making multiple squads work together. These tactics come from military field manuals, very simple manuvers like envelopment, turn , point attack. Also to be implemented are movement styles such as overwatch, bounding overwatch, line movement. WarPigMap: One module deals with storing, restoring, and parsing map files for analysis. This includes making visibility maps, frag maps, kill maps, all based on the supplied nav points. The maps can be stored either as nav points (such as in Unreal tournament) or 3d coordinates. The server will choose the nav points with the highest lowest value ( - Frags- visibility) and send out commands that will direct the agents towards these locations. [Less]

0 lines of code

0 current contributors

0 since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: artistic_gpl

lfebot

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  Analyzed 1 day ago

LiffyBot is a port of the Erlbot Erlang IRC bot

318 lines of code

0 current contributors

about 6 years since last commit

0 users on Open Hub

Inactive
0.0
 
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