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Adam Milazzo's Projects

adammil.net icon adammil.net

The AdamMil.net collection of libraries provides a number of useful services for .NET programming. It has the following libraries: Artificial Intelligence, Collections, IO, Mathematics, Security, Transactions, User Interfaces, General Utilities

au.common icon au.common

This ActiveX library is a set of tools to aid in the creation of ASP pages and other COM objects. It comes from years of experience working with ASP, but is not quite complete. As of release 4, the library also includes a number of server-side and client-side javascript libraries. Due to numerous limitations in the compilers that come with Microsoft Visual Studio 6.x, this code only works with the updated compilers from MSVC++ 7.0 (.NET). These can be downloaded for free from Microsoft. It also requires the ATL library that comes with MSVC 7. This project is mostly useless these days, as few people code ASP with COM and ActiveX anymore.

bimbo icon bimbo

The shell of an old 2D platformer game engine. The data files needed to make it work have been lost. Mostly useless.

birdhousemanor icon birdhousemanor

An unfinished game engine for board games with an unfinished implementation of Castle Ravenloft.

boa icon boa

An unfinished reimplementation of a python compiler for .NET. Mostly useless given the existence of Iron Python. The BoaOld project is less sophisticated, much more functional.

boaold icon boaold

An obsolete python compiler for .NET. Was better than IronPython 0.7, but IronPython is now much better than this, since I stopped updating it. The Boa project is more technically sophisticated, but less functional.

chrono icon chrono

An incomplete reimplementation of a nifty roguelike for .NET. Some of the data files may have been lost.

exepatch icon exepatch

ExePatch is an assembly IDE designed to simplify the development of binary patches to executables, such as when creating code mods for video games, although it should work for many kinds of executable patching needs.

flatarity icon flatarity

Flatarity is a clone of Planarity, which is a game that requires rearranging progressively more complex graphs. It has some additional features like selecting multiple vertices, rotating and flipping them, etc. I whipped this up in few hours while at work, so the code quality isn't that great.

gamelib icon gamelib

This is actually the third and a half version of my ancient "game" library. The first version was intended to be a library that allowed games to be written portably for DOS or Windows. The second iteration dropped DOS support and focused on providing a lot of functionality for multimedia/graphical applications running under Windows, including streaming playback of many video and audio formats, scripting support, and other fancy things. The next version departed from the game genre and aimed to abstract away the operating system, allowing programs to be written portably. I got it compiling under Windows and Linux and had plans for other unixes, including Mac OS X to be supported as well. The game-specific parts weren't done, but the OS abstraction was working and very useful. Eventually, though, I realized that with mono coming along so nicely, I might as well build this atop the .NET framework, which would have the added benefit of being language-agnostic and not tying any potential users to C++ as well as reducing the amount of work I would have to do. After the advent of modern 3D games, I haven't updated this much, but it's still kinda useful.

genehackman icon genehackman

Gene Hackman is a framework for genetic programming. A novel feature is that it supports an ongoing tournament mode, where programs compete in real time rather than well-defined and distinct generations. This lends itself to certain problems well, such as those where programs can interact with each other. It also supports parallelizing the simulation across multiple threads and compiling it to native code, among other things. It might be in a somewhat broken state due to an unfinished overhaul in which I was going to add support for dynamic functions, variables, and constants.

go icon go

This repository contains some code I've written in Go, including libraries for collections and LINQ queries.

gpgdesktop icon gpgdesktop

This is an attempt to make encryption simpler to use for the average person by providing a front end to the GNU Privacy Guard. The front end is built on top of my OpenPGP security and UI libraries. It provides a powerful key manager, and wizards to walk the user through basic tasks, such as encryption, signing, decryption, and signature verification.

halbot icon halbot

I based this on MegaHal by Jason Hutchens. It's essentially a chat bot that goes onto IRC (a chat network) and engages in conversation. It can be trained however you wish, and since it doesn't use any fixed rules, is capable of learning any language... including non-spoken ones. It was rewritten at one point to support RSS feeds, tracking conversations, and smarter analysis, but the rewrite was never really used or tested much, and may not be complete.

irclib icon irclib

This is a simple and easy-to-use IRC client library. It was created as part of the latest version of HalBot, but can be used for other things. It's not exactly suitable for all IRC tasks, but it works for what it's intended for.

jappy icon jappy

Jappy is a Japanese dictionary program I wrote for myself. I have a whole laundry list of features I mean to implement but probably never well, but it's already pretty useful. It has word lookup, text translation help, example sentence search, and study helpers. Plus, you can easily jump between different parts of the program -- highlight some text and right-click to search on it. Or click to translate Japanese example sentences. Or click a headword to see example sentences containing it, etc. It's somewhat outdated now.

maneubo icon maneubo

Maneubo is a program that was originally intended to provide a kind of virtual maneuvering board. A maneuvering board is a specialized chart used to plot the motions of craft, compute intercept and avoidance courses, etc. Maneubo does not provide a true maneuvering board, and in fact I consider them to be more or less obsolete, but Maneubo dispenses with the chart and automates the calculations, allowing you to do the same kinds of things much more conveniently. It is intended to be used along with simulations (e.g. submarine simulations) as an aid, but as it contains the basics of a general vector-based plotting tool, it might be useful for other things. It's unfinished, but still kinda useful.

netlisp icon netlisp

An incomplete rewrite of a LISP compiler for .NET. This version is less functional but more technically sophisticated than the NetLispOld compiler.

netlispold icon netlispold

An old LISP compiler for .NET. This version is more functional but less technically sophisticated than its successor project NetLisp.

picturesorter icon picturesorter

This is a program that makes it easier to rename, rotate, and resize large numbers of pictures, generate thumbnails for them, and convert their image formats.

risky icon risky

An unfinished implementation of the game of Risk.

rotationalforce icon rotationalforce

The Rotational Force Engine is a vector-based 2D game engine I was working on, along with an editor for it. It's actually pretty fancy, as far as it got anyway. It supports splines, stroking, dynamic level of detail, mounting and linking objects, nifty object tracking and camera animation, and, well, lots of features. As usual, though, I never finished it.

scripting icon scripting

A generic scripting engine used to implement .NET compilers for Python and LISP. More sophisticated than the ScriptingOld project but less complete.

scriptingold icon scriptingold

A generic scripting engine used to implement .NET compilers for Python and LISP. Less sophisticated than the Scripting project but possibly more complete.

smarm icon smarm

This program is a level editor for the game Swarm. Swarm is being developed by Jim Crawford. The primary impetus behind the editor was that the levels, bitmap in nature, are too large to be edited in a bitmap editor such as Photoshop (a single level may be easily be 600 megabytes uncompressed). Thus, the editor presents what appears to be a single, huge, layered image but which is actually being streamed from thousands of smaller images in a sparse matrix. The smaller images themselves are stored using a virtual filesystem which resides inside a single file, because having 20,000 files comprise a single level is just plain unprofessional, and an awful waste of space, too, when you take cluster size into account. In addition, the level is drawn at 16x normal size and scaled down for the actual game. This provides a nice antialiased look to the artwork. The editor allows zooming out up to 1/256th the actual size, because the levels can get really big. The editor also includes object and polygon editors and a pretty spiffy UI. The code itself is pretty messy, though, as it's a work in progress and was put together fairly hastily.

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