game-of-github - Play Game of Life in your GitHub contributions

  •        14

or walls Manually you can create bookmarklet from index.min.js - do not forget to prepend code with javascript: when saving the bookmarklet.



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  •    Javascript

This game was created Doug McInnes. His code can be found here, and you can play his version of the game online at his website here. Caroline Buckey and Sarah Spikes modified the repository to create exercises for the Udacity course Version Control Using Git and Github. These modifications included introducing bugs and other changes into Doug’s commits he did not in fact create! The bugs are intended to give learners experience using Git to find the commit where a bug was introduced. To play the modified version of the game, simply open the index.html file in your web browser.

AncientBeast - 🐺 Turn Based Strategy Game. Master your beasts!

  •    Javascript

The project is developed with the use of free open source cross platform applications and freeware services. Mega comes in very handy when working on the game assets collaboratively, while GitHub handles the code part and stores the final assets. Art contributions can be made as well in our deviantArt group. Drop by our Discord chat and be a part of the community! Blender is being used for creating most of the assets, such as combat locations, creatures and their own animations, which are rendered into sprites that are usually made into sprite-sheets using our Spritify add-on, as well as for many other tasks. Krita, Gimp and MyPaint are useful for concept art, while Inkscape is useful for creating the vector creature ability icons.

deep_learning_and_the_game_of_go - Code and other material for the book "Deep Learning and the Game of Go"

  •    Python

This repository is first and foremost a comprehensive machine learning framework for the game of Go, focussing on deep learning techniques. What you'll find here is a library that builds up from the game-play basics to very advanced techniques. In particular, you find code for early approaches in game AI, intermediate techniques using deep learning, to implementations of AlphaGo and AlphaGo Zero - all presented in one common framework. You can install this library with pip and follow the examples in the code folder. On the other hand, this repository at the same time contains Code, and sample chapters for the book "Deep Learning and the Game of Go" (Manning), available for early access here, which ties into the library and teaches its components bit by biy. If you're following the code samples from the book, check out the branches for individual chapters.

mtasa-blue - Multi Theft Auto is a game engine that adds full network multiplayer functionality to Rockstar North's Grand Theft Auto game series, in which this functionality is not originally found

  •    C++

Multi Theft Auto (MTA) is a software project that adds network play functionality to Rockstar North's Grand Theft Auto game series, in which this functionality is not originally found. It is a unique modification that incorporates an extendable network play element into a proprietary commercial single-player PC game. Multi Theft Auto is based on code injection and hooking techniques whereby the game is manipulated without altering any original files supplied with the game. The software functions as a game engine that installs itself as an extension of the original game, adding core functionality such as networking and GUI rendering while exposing the original game's engine functionality through a scripting language.

ProjectOxford-Apps-MimickerAlarm - Project Oxford Mimicker Alarm

  •    Java

Mimicker Alarm is a morning alarm clock app for Android that helps you wake up and stay up by playing a simple game, called a "Mimic". To dismiss your alarm, you must mimic the action given, lest your alarm ring again. Each game is powered by Microsoft Project Oxford, a set of machine learning APIs aimed at helping developers understand and act on the data around them.You can install Mimicker Alarm in the Google Play Store for free. All of the source code for Mimicker Alarm is available on GitHub for developers to browse and reference how to use Microsoft Project Oxford. We welcome your comments, feedback, and contributions.

Game of Life Simulator


Game of Life Simulator is a fast simulator of the Conway's Game Of Life. Its' developed in C# using Windows Forms.

Daemon-vs-Demon - A Github Game Off Jam Entry

  •    GDScript

Misfortune has led our hero to the depths of hell. Now he has to slay rogue demons to be able to remain in the world of the living. In the spirit of the GitHub Game Off Jam, the game and most graphical assets are freely available with a very permissible MIT license. Also, the music and sfx are available under a CC license.

phaser-ce - Phaser CE is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering

  •    Javascript

Phaser is a fast, free, and fun open source HTML5 game framework. It uses a custom build of Pixi.js for WebGL and Canvas rendering, and supports desktop and mobile web browsers. Games can be compiled to iOS, Android and native desktop apps via 3rd party tools. You can use JavaScript or TypeScript for development. Years after release, Phaser is still one of the most starred game frameworks on GitHub. Thousands of developers worldwide use Phaser. From indies and multi-national digital agencies, to schools and Universities. Each creating their own incredible games.

five-three-two card game


card game 5-3-2 is a famous card game, we used to play as kids, growing up in india. > it is a 3 player game, you can play with 2 AI opponents. > developed for the awesome windows phone series, Xbox & the windows OS. > the rules of the game will be part of the game pub...

Unity3d-Finite-State-Machine - An intuitive Unity3d finite state machine (FSM)

  •    CSharp

State machines are a very effective way to manage game state, either on your main game play object (Game Over, Restart, Continue etc) or on individual actors and NPCs (AI behaviours, Animations, etc). The following is a simple state machine that should work well within any Unity context. Most state machines come from the world of C# enterprise, and are wonderfully complicated or require a lot of boilerplate code. State Machines however are an incredibly useful pattern in game development, administrative overhead should never be a burden that discourages you from writing good code.

openrw - OpenRW "Open ReWrite" is an un-official open source recreation of the classic Grand Theft Auto III game executable

  •    C++

OpenRW is a cross-platform, open source re-implementation of Rockstar Games' Grand Theft Auto III, a classic 3D action game first published in 2001. OpenRW has been ported to Linux, macOS, Windows, and several variants of BSD. A legitimate copy of the original PC game is required to run OpenRW. Without this it will not be possible to play.


  •    PHP

ezQuake seeks to unify the development of QuakeWorld clients

freeciv-web - Freeciv-web is an Open Source strategy game implemented in HTML5 and WebGL, which can be played online against other players, or in single player mode against AI opponents

  •    Javascript

Freeciv-web is an open-source turn-based strategy game. It can be played in any HTML5 capable web-browser and features in-depth game-play and a wide variety of game modes and options. Your goal is to build cities, collect resources, organize your government, and build an army, with the ultimate goal of creating the best civilization. You can play online against other players (multiplayer) or play by yourself against the computer. There is both a HTML5 2D version with isometric graphics and a 3D WebGL version of Freeciv-web. Freeciv-web is free and open source software. The Freeciv C server is released under the GNU General Public License, while the Freeciv-web client is released under the GNU Affero General Public License. See License for the full license document.

pyNES - Python programming for Nintendo 8 bits

  •    Python

There was a time when game cartridges were forged in the fire of mount doom itself. That great power was then trapped into a regular plastic shelf. Most of the secrets were sealed by fellowship of hardcore game programmers. Their names were concealed in end-game credits from games that were never supposed to be finished. Countless game lives were wasted in the first level, in fruitless attempts of unveiling their evil[1] spell. That was what my curious and inventive mind believed for years, and still do so. As a kid, I used to play those games and always asked myself how they were done. I really wanted to experience some of the game design problems the pioneers once faced. Back then, they had to wage their own tools, hack the specs for game effects and layout the memory mapper circuits. I figured out, to reach mount doom as equal, first, I had to forge my own hammer. I've decided trail their footmarks therefore I built PyNES: A Python ASM compiler for Nintendo 8 bits.

Game of Life 3D

  •    C++

This is an implementation of Game of Life with 3D view. It calculates the rules of 'Conway's Game of Life' with Compute Shader (DirectCompute) and displays cells with Direct X11 (using Direct3D, Direct2D and DirectWrite). It supports Windows 7 and Vista with DirectX 10/11 GPU.

UniversalPauseButton - A pause button that pauses the unpausable

  •    C++

I like to play video games. I also have a significant other, and she often walks into the room to talk to me while I'm playing a video game. I would like to pause the game so that I can give her my undivided attention while she's talking to me, but a lot of games (particularly single-player ones) have these "un-pausable" cut scenes or other areas of the game where the normal pause functionality doesn't work. This annoys both me and her, because I'm supposed to be the computer expert, and it looks like I don't even know how to pause my stupid video game. So usually what ends up happening is I skip the cut scene and miss the story, or upset my SO by not paying attention to her as well as I should. So that is why I wrote Universal Pause Button. It's a very simple Windows desktop app that sits in the system tray. Its icon resembles a pause button. When you hit the actual Pause key (also known as Break) on your keyboard, the program determines which window is currently in the foreground (i.e. your game's window,) and pauses it. No matter where you are in the game. Even in the middle of one of those pesky cut scenes that would otherwise be un-pausable. When you press the key again (as long as you haven't since re-focused to another window,) the game will un-pause.

alpha-zero-general - A clean implementation based on AlphaZero for any game in any framework + tutorial + Othello/Gobang/TicTacToe/Connect4

  •    Python

A simplified, highly flexible, commented and (hopefully) easy to understand implementation of self-play based reinforcement learning based on the AlphaGo Zero paper (Silver et al). It is designed to be easy to adopt for any two-player turn-based adversarial game and any deep learning framework of your choice. A sample implementation has been provided for the game of Othello in PyTorch, Keras and TensorFlow. An accompanying tutorial can be found here. We also have implementations for GoBang and TicTacToe. To use a game of your choice, subclass the classes in and and implement their functions. Example implementations for Othello can be found in othello/ and othello/{pytorch,keras,tensorflow}/

etlegacy - ET: Legacy is based on the source code of the Wolfenstein: Enemy Territory which was released under the GPLv3 license

  •    C

Enemy Territory: Legacy is based on the raedwulf-et project which in turn is based on the GPL'd source code of Wolfenstein: Enemy Territory. The main goals of the project are fixing bugs, cleaning up the codebase and adding useful features while remaining compatible with the ET 2.60b version.

bwapi - Brood War API

  •    C++

The Brood War Application Programming Interface (BWAPI) is a free and open source C++ framework that is used to interact with the popular Real Time Strategy (RTS) game Starcraft: Broodwar. Using BWAPI, students, researchers, and hobbyists can create Artificial Intelligence (AI) agents that play the game. BWAPI only reveals the visible parts of the game state to AI modules by default. Information on units that have gone back into the fog of war is denied to the AI. This enables programmers to write competitive non-cheating AIs that must plan and operate under partial information conditions. BWAPI also denies user input by default, ensuring the user cannot take control of game units while the AI is playing. These defaults can be changed for flexibility, unless enforced by a Tournament Module (game referee for AI tournaments). Changed defaults will be advertised when the match begins.

Life Simulator


Game of Life is a XNA 3.1 / XNA 4.0 Application which utilizes Propagation Engine to simulate life-like automaton, such as Conway's Game Of Life. Executable and Source Code available under MS-RL. For Information on Propagation Engine, see: