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Quesfera
Quesfera is a cross-platform framework/engine to make point & click adventures, or quests, with 3D panoramic freelook (similar to Myst III Exile or Scratches). Written in Go and uses SDL2. Demo 'game' and GUI configurator are provided. Includes inventory management, item usage, reading descriptions and books, dialogues with branches, menu, saving & loading, intro, credits, has built-in localization support for texts and voices.
ReCaged
ReCaged is a Free Software, Futuristic, Racing Game. With the main inspiration taken from the "Rollcage" and "Rollcage: Stage II" games, it has been written from scratch with focus on high simulation realism and flexibility. It also supports highly detailed 3D models for both rendering and collision detection. The project can also be found on Savannah and TuxFamily.
Reliquarium
Reliquarium is a set of four 3D slider puzzles, all with a Crystal Skull theme. Reckless raiders Jones & Croft have plundered a tomb and displaced an ancient relic. The objective is to return the relic to the center of its cubical box by rearranging the numbered blocks back into their proper order, which usually represents an RGB coloring...Red in the X-direction, Green in the Y-direction, Blue in the Z-direction. Dragging the cursor rotates the cube for a better view angle. The mouse wheel zooms. Typing a number 1..8 selects a block to move, 0 selects the relic itself. Then use the keys {u,d,l,r,f,b} to move it. Alternatively, you can select a block by clicking the cursor near your pick, prior to the move. As indicated on screen, (h) will toggle a help screen. These puzzles are easy enough for children and will likely help with learning 3D visualization, geometry, problem solving and computer skills. Uses the Ada programming language and fully modern OpenGL methods with textures, shaders and uniforms. Focusing on portability and freedom, no coding effort or compromise has been made to accomodate proprietary operating systems. It relies on a thin SDL2 binding from Dan Vazquez, a thin OpenGL binding from "Lumen", a PNG reader by Stephen Sanguine, and SFML-Audio (because of its elegant audio interface). Written in C++ style, the code neglects many safety features available to Ada, but it does serve as a working example for learning OpenGL. The Ada bindings used are thin, so the relationship to C++ methodology is transparent. Developers should note that these Ada bindings are usable as a standalone library for most any OpenGL project that uses Ada. Thus, for the C++ programmer the code should be easy to comprehend; and for the experienced Ada programmer there are many potential improvements to be made. Suggestions or improvements from Ada developers are not only welcomed, but solicited.
RufasCube
This is not another Rubik's Cube; it's a whole new kind of puzzle. A 3³ arrangement of cubelets with the center one missing allows sliding permutations. After a randomization, the goal is to restore the cube to its original configuration based on color and alphabetic hints. Runs on Windows,Linux or MacOSX. This project can help with learning modern OpenGL.
RufasGate
RufasGate is a combination of Portal and Sokoban...While exploring an isolated tropical island, you find an operational stargate that transports you into a curious sequence of dungeons. Finding your way back up to the surface will require ingenuity to solve some 3D sokoban puzzles. The Zero Point Modules [ZPMs] that you find lying around power the portal guns. You can shoot these guns at most walls to create a wormhole, a shortcut through space-time. But, in order to empower the portal guns, all cylindrical ZPMs must be bumped onto their base receptacles. Not easy! Note that you can only PUSH the ZPMs. That means you can fail if you roll one into a corner or against a wall. Transcend each level and make your way back up to the cool night air on the surface. There are currently 4 levels; now each game resumes at the level attained in the previous game. Note that the ZPM shape is the intersection of two cylinders, which means they roll in only two perpendicular directions. Uses fully modern OpenGL methods in C++ using shaders and uniforms. Media Files Note: The particular choices of sound, image, and shader files (*.fs) delivered are not essential to the function of the game and are easily replaced. This software is primarily intended as a tutorial example of modern OpenGL game assembly methods. The only requirements are that sounds be in WAV format, images be in PNG format, and shaders be updated to GLSL 330 specifications. Skybox images have an additional constraint, they must also have a 90x90 degree field of view [for a correct perspective], and all 6 must have the same pixel size.
RufasSeven
## Seven Game Introduction Seven is NOT another Rubic's Cube. It's a whole new kind of puzzle. A 2x2x2 arrangement of cubelets with one missing allows sliding permutations. After a randomization, the goal is to restore the cube to its original configuration based on color and numeric hints. Dragging the cursor rotates the cube for a better view angle. Clicking the cursor on a cubelet adjacent to the empty space will slide it into that empty space. On laptops you may also hit <return> when the cursor is on the cubelet of choice to select and slide it. On MacBooks, a 2-finger tap on the touchpad does the job. As indicated on screen, <h> will toggle a help screen, and <c> will toggle color schemes. Works on Macs running OS-X and PCs running GNU/Linux.

Uses the Ada programming language and fully modern OpenGL methods with textures, shaders and uniforms. Achieves version 3.3 core profile contexts, and compiles and runs on both GNU/Linux and Mac OS-X systems. This project serves as a testbed for learning the complexities of modern OpenGL and GLSL.

Focusing on portability and freedom, no coding effort or compromise has been made to accomodate proprietary operating systems. It relies on a thin SDL2 binding from Dan Vazquez, a thin OpenGL binding from "Lumen", a PNG reader by Stephen Sanguine, and SFML-Audio (because of its elegant audio interface).

The Ada bindings used are thin, so the relationship to C++ methodology is quite transparent. Developers should note that these Ada bindings are usable as a standalone library for most any OpenGL project that uses Ada.
RufasSliders
## RufasSlider Introduction RufaSlider contains many block slider puzzles including the Klotski-style family and the Traffic-Rush family. The Klotski family uses rectangles of 4 sizes: 1x1, 2x2, 1x2, 2x1. The objective in each game is stated near the window top, but usually involves moving a large block to a specified location within the window. The Traffic-Rush family uses data, with 2x1, 1x2, 3x1, 1x3 rectangles. Here, the long rectangles represent cars or trucks that can only move [roll] lengthwise...the goal being to move the red car toward the "garage door" on the right. Note that either game description file is a simple text file with a particular format that allows users to easily define additional puzzles. Several other classic block slider games are included: Fifteen, Eight, Nine, Panama, MaBoy, GetMyGoat, 2-versions of HoleInOne, Suits, DirtyDozen, and 2-versions of LinkRings. There are also two solvers included called "bfs" (breadth-first-search), and "bfsr" that work for most bslider/rush puzzles. It expects a puzzle file name as input, and outputs a text file with a list of moves indicated as a block number and direction. Note that the (x)-key toggles the display of block numbers to enable following a solution generated by a solver. To move a block, use the arrow keys. If the automatic block selector chooses the wrong block, simply click the cursor on the desired block before using the arrow key. Thusly, the games are laptop friendly. Works on Macs running OS-X and PCs running GNU/Linux.
RufasSwap
Rufaswap is a simple permuted picture puzzle where the challenge is to restore the picture elements to their proper order. Two elements are selected with cursor clicks to initiate a swap. User controls the level of difficulty. It uses a thin SDL2 binding from Dan Vazquez, a thin OpenGL binding from "Lumen", a PNG reader for Ada by Stephen Sanguine, and SFML-Audio (because of its elegant audio interface). Works on Macs running OS-X and PCs running GNU/Linux.


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