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TrinityCore is a MMORPG Framework based mostly in C++. It is derived from MaNGOS, the Massive Network Game Object Server, and is based on the code of that project with extensive changes over time to optimize, improve and cleanup the codebase at the same time as improving the in-game mechanics and functionality.
Warzone 2100, released in 1999 and developed by Pumpkin Studios, was a ground-breaking and innovative 3D real-time strategy game. In 2004 Eidos, in collaboration with Pumpkin Studios, decided to release the source for the game under the terms of the GNU GPL, including everything but the music and in-game video sequences, which were released later.
An open-source re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management. You only need a GitHub or Twitter account to access these channels.
NOTE: The process for setting up the dev environment has changed. Please refer to the docs for details. It's both a startup and a community project, completely open source under the MIT and Creative Commons licenses. It's the largest open source CoffeeScript project by lines of code, and since it's a game (with really cool tech), it's really fun to hack on. Join us in teaching the world to code! Your contribution will go on to show millions of players how cool programming can be.
Distributed server for social and realtime games and apps. Build scalable games and apps with a production ready server used by ambitious game studios and app developers all around the world. Have a look at the documentation and join the developer community for more info.
Evennia is a modern library for creating online multiplayer text games (MUD, MUSH, MUX, MUCK, MOO etc) in pure Python. It allows game creators to design and flesh out their ideas with great freedom. Evennia is made available under the very friendly BSD license. http://www.evennia.com is the main hub tracking all things Evennia.
Many people think that implementing networking solution for your game project is the most complicated and time consuming task. We believe many people are afraid to even try, which results in the fact, that you almost never see small games made by indie developers having any type of networking involved. Thus we hope that with this library, which is just a small step in the direction, we might help anyone and everyone who wants to add a multi-player capabilities inside one's game.
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.
Everything excluding the external directory is public domain. This repository includes a copy of the Wwise SDK. Use of the SDK is subject to the Wwise EULA. Wwise is free for educational and non-commercial purposes. Otherwise, acquire a license key from Audiokinetic.
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.
Istaka is a turkish board game called "Okey". Played with domino like pieces on a board, with four players getting turns. Project supports client platform to meet players and play the game over internet. Silverlight, MVC pattern used. Needs improvement on UI Design.
FalconLobby is an authorized AddOn for Falcon 4.0 Allied Force which was created to support the multiplayer experience. FalconLobby retrieves the list of currently active game servers and imports that list into the Falcon "phone book" (list of servers).
HappyFunTimes is a system for playing party games that are meant to be played with a bunch of people in the same room and 1 ideally large display. People participate in the game using their smartphone by going to a webpage provided by the game. The webpage lets them use their phone as a controller. This lets you make games that support more than the typical 4 players.