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Thousand Parsec

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Local developer Eugene Tan, who last year contributed code to the Thousand Parsec project--an open source framework computer game--was invited by the project's lead developer to mentor this year's participants for the project. Tan told ZDNet Asia: "Returning as a mentor is important to me because
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Unlike commercial alternatives, it is designed for long games supporting universes as large as the player's computer can handle. It allows a high degree of player customization, and features a flexible technology system, where new technologies may be introduced mid-game.
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Progress since late 2006 and early 2007 has been increasing rapidly with a number of new developers joining the project. The project also went on a recruitment drive by running an AI programming competition and active promotion during
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had not reached the envisioned goals. Partly the problem had been in the underestimation of the amount of work needed and partly because the project did not initially attract any new developers. Despite these setbacks,
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this is in keeping with the spirit of the open source community, where I am sharing my knowledge and contributing my expertise to collaborate with other programmers to develop better, more innovative applications."
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to help out with the project and give it a broader appeal. After the announcement of the project Lee Begg was the only person who joined it. Lee remained the only other major contributor until early 2007.
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Development of the project (under a different name) was started in January 2002 by Tim Ansell. Originally it was going to be a simple
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s own code count puts it at 90,000. The number of features left before full games of the complexity of
540:" of space empire games. He hoped that this would encourage other people who didn't want to just clone 73: 897: 1962: 1957: 1886: 1800: 1760: 1487: 1457: 1411: 1406: 1371: 1323: 1268: 1091: 1066: 1025: 457: 41: 919: 84: 1831: 1680: 1615: 1512: 1386: 1376: 1363: 1283: 1177: 376: 360: 742: 617:
Thousand Parsec has had significant success in developing students into full-fledged contributors;
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Alan Laudicina and Aaron Mavrinac (March 15, 2012). "Chapter 21. Thousand Parsec".
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can be produced is extremely small. According to the software analysis website
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is a framework for creating a specific group of games, which are often called
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project stats, the project has produced 95,000 lines of code, while
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In August 2010, the project migrated its code repository from
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has a huge code base of framework; according to the
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Index

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neutral point of view
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references
primary sources
secondary or tertiary sources
"Thousand Parsec"
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Original author(s)
Developer(s)
Final release
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https://github.com/thousandparsec
C++
Python
Platform
Cross-platform

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