a Multiplayer First Person Shooter(MFPS) Game based on the Portuguese colonial war in Africa ( Angola,Mocambique and Guiné ) in the years of 1960 until 25/04/1974
component-based, modular and open-architecture simulation environment with strong GUI support and an embeddable simulation kernel. Its primary application area is the simulation of communication networks and because of its generic and flexible architectur
Atom in its final state will be a massively multi-player online 3D first person perspective game set in a atomic or microscopic cell. (not as optimistic as the author but cool information there)
concept created by lone developer (Eskil Steenberg) bent on creating an entire massively multiplayer online world single-handedly, using procedural generation techniques that cause the game to build itself by starting with clever rules and exploring them
In a previous essay, I wrote about the cognitive aspect of tagging - describing how people tag, and why they find it easy. There is another, equally important aspect of tagging that I did not touch upon - the "why" of tagging. Why do people tag? For many,
I go through phases of complacency and disbelief when thinking about web accessibility. Working at SitePoint HQ, I’m fairly lucky in that everybody here is on the same page when it comes to accessibility; we spend time making sure our sites are access
S. Lim, D. Quercia, and A. Finkelstein. ICSE '10: Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering, page 295--304. New York, NY, USA, ACM, (2010)