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November 25, 2015


Top 3 Open Source Pinball Games

The first flipper pinball machine was released 68 years and 1 month ago and yet there is only a handful of open source, cross-platform pinball video games available! Oh well, let's take them for a spin, shall we?

Nexus Pinball

Started only a month ago, Nova Pinball's simple sole 2D table is a lot of fun and development has made good progress.

Emilia Pinball

The ancient 3D Emilia Pinball project has a recent fork on GitHub that adds more tables (the last official release had only 2, the new one has 5).

The game has 4 perspectives (F5-F8)

The models are very low-poly, which is fine and fast but the textures are sinfully low-resolution. However editing textures appears to be simple in existing tables, simply by overwriting them with higher-resolution files, as demonstrated with the angry gnu head in the screenshot above.

Creating new tables requires an editor, which I unfortunately was not able to compile yet (possibly due to lack of old Qt libraries).

There is a zombie/horror/Halloween table, which unfortunately contains non-free content.


The 2D Linball table is crazy fast but suffers from some sounds ripped from proprietary games (maybe there's more non-free content).

Honorable mentions

Sadly, Visual Pinball only runs on Windows (wine page).

Vector Pinball for Android unfortunately has no instructions for desktop/Linux compilation.

Devil's Pinball is a Blender-made pinball table. It's quite buggy when played in recent Blender and there is no license information.

by (Iwan Gabovitch) at November 25, 2015 03:03 PM

0 A.D.

0 A.D. Financial Report, November 2015

In the interest of transparency, the Wildfire Games team would like to report on the finances of the project as of 2015-11-25.

0 A.D. has funds in three places:

  1. Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter “SPI”);
  2. A private account in the US, under the name of former project leader, Jason Bishop (Wijitmaker). This account is a legacy of the time before we became affiliated with SPI;
  3. Flattr, a Sweden-based microdonation provider.

SPI Earmark for 0 A.D.

As of 2015-10-31, the 0 A.D. earmark is USD 34,410.05.

  • Web hosting costs about USD 85-90 per month, or USD 1,000 a year, and are paid directly from these funds.
  • Some of these funds (approximately USD 5,200) will soon go towards reimbursing Erik Johansson (feneur) who has bought the perks we promised our donors.
  • We know donors have been waiting for their perks for a long time. We sincerely apologize for the long delay in perk fulfillment.

Other Accounts

In our “legacy” US bank account, we have USD 332.82.

On Flattr, we have EUR 619.75 available, which are approximately USD 662.27.


In total, we have approximately 35,405.14 USD in all three accounts.

Concluding Remarks

The 0 A.D. project finances are managed by the Treasury Committee: Erik (“feneur”), Adarash (“MishFTW”) and Aviv (“Jeru”). We welcome your comments and suggestions on the forums.

by Jeru at November 25, 2015 09:50 AM

November 23, 2015

FAR Colony

Alpha 10 -iteration #05: Full Week Report (in addition of the Nov. 17 post)

The calculations are completed for the two Energy Generation Modes; Nuclear Fission and Photon Energy. They were previously partially implemented in game, especially for Nuclear Fission.
Additionally they fully support technological improvement by taking into account the mastering and the development level from their related and required technosciences.

Beside that, the products and infrastructures now, also fully support their required tech too, included those for their custom effects, if there is any.
It is not yet supported by the production system itself, but it will be after I completed the audit / expansion phase and updated the interface, interface that will also take into account the requirements for building the infrastructures.

To put comptability with the calculations for energy output, I also integrated technosciences and development levels into the data structure of the space units. Their design integrate more than one technoscience due to the modularity of it, in the contrary of the monolithic single technoscience requirement for products and infrastructures.
Of course, no space unit design exists in the game yet (I use hardcoded data for now) since it is a 0.7.0 future feature, after the completion of the ten iterations if the current 0.6.x version, but spacecrafts are in game already and the built side of data structure must support the technosciences. So it is now, a thing to not do anymore for the 0.7.0 :).

So what's next? The last phase of the audit of the production system; the resource spots.  After that I finally work the interface, better late than never isn't it?

Stay tuned

by Jeff B ( at November 23, 2015 12:03 AM