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Barbalet Public Projects

Current public-facing simulations, games, tools, and experiments from github.com/barbalet. This edition is synced to the public repository list visible on May 23, 2026, and keeps the catalogue focused on projects people can actually open.

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19public repositories
18original projects
8simulation lines
7game projects
Guderian battle map screenshot DerZweiteWeltkrieg deployment board screenshot MusicToDriveBy combat lane screenshot Monty project icon

Showing 19 public repositories.

Project Catalog

Repositories are grouped by their public role: simulations, games, and practical tools.

Guderian Tuchola Forest battle map Guderian Bialystok-Minsk battle map
GameSwiftWorld War II

guderian

Guderian is a macOS World War II wargame around battles connected to Heinz Guderian's field commands. It builds on the DZW engine and uses SwiftUI, Metal, and a C rules core.

The project is built with a deliberately sober point of view. The default playable lens focuses on opposing, delaying, escaping, or counterattacking Guderian's formations rather than turning a Nazi German commander into a power fantasy.

Its campaign layer adds battle chronology, scenario boards, historical framing, side selection, AI behavior, and readable battle maps on top of the reusable rules engine.

The repository is also a technical reference for later campaign games. Monty follows the same pattern: preserve the battle engine, then add a commander-specific campaign identity and authored data.

For visitors, Guderian is one of the most complete public game projects here, with screenshots, tests, release notes, playable battle flow, and a clear philosophy about how historical conflict should be presented.

Updated May 21, 2026

GameCShelter simulation

lastbreach

LastBreach is a post-apocalypse shelter simulation focused on daily survival work after the dramatic collapse has already happened.

The design emphasizes water, warmth, food, tool condition, morale, task planning, repair, and the small routines that keep a community alive when resources are thin.

Its public repo includes a C simulation runner, a DSL-backed scenario, and an iOS visual app that turns task events into visible shelter activity.

Updated May 23, 2026

DerZweiteWeltkrieg deployment board DerZweiteWeltkrieg operation setup
GameSwiftC engine

derZweiteWeltkrieg

DerZweiteWeltkrieg is a Second World War battle simulator and reusable rules engine with SwiftUI presentation wrapped around C rules code.

The engine models deployment, movement, shooting, morale, objectives, terrain, transports, vehicle damage, mounted fire arcs, smoke, and phase-based battle flow.

It matters beyond its own app because it supplies the foundation for Guderian and Monty, where historical campaign data can sit on top of a shared tactical system.

Updated May 21, 2026

SimulationCRust track

apesdk-rs

apesdk-rs is the Rust-facing ApeSDK line, created to carry the simulation concepts into a modern systems-language workflow.

The repository sits close to the original C heritage while giving ownership, mutability, and memory boundaries a more explicit expression.

It is useful for contributors who want to study the Noble Ape ideas through Rust tooling without losing contact with the long-running simulation model.

Updated May 10, 2026

Monty project icon
GameSwiftWorld War II

monty

Monty is a Bernard Montgomery campaign wargame built around the Guderian and DZW engine stack.

The current public demo supports Alam el Halfa, Second El Alamein, and Operation Epsom, each playable from either selectable side.

Its purpose is to prove that the shared historical battle host can support a different campaign identity while preserving the same underlying tactical engine and readable board flow.

Updated May 8, 2026

SimulationCVisualization

immersiveape

immersiveape is the next incarnation of the ApeSDK, aimed at making the artificial-life world more spatial, inspectable, and immediate.

The name points toward a shift from simulation as hidden engine state to simulation as something a person can enter, see, and explore.

It sits between the classic C simulation work and the newer spatial projects, carrying the ApeSDK lineage into a more experiential form.

Updated May 4, 2026

GameSwiftTabletop

fieldofchaos

fieldofchaos is a programmatic exploration of the Field of Chaos tabletop skirmish RPG.

The repository keeps its rule sources traceable, moving from PDF extraction into structured documentation, C utilities, engine tests, and reviewable implementation work.

Its longer path points toward a packaged SwiftUI, Metal, and C playable Mac game where tabletop rules can be tested, debugged, and played through software.

Updated May 1, 2026

MusicToDriveBy combat lane view
GameC3D engine

musictodriveby

MusicToDriveBy is an urban 3D engine and Los Angeles environment generator with first- and third-person movement.

The public project combines a C engine core with SwiftUI and Metal, covering traversal, vehicles, imported assets, combat-lane presentation, and a broad open-world ambition.

Its screenshots make it one of the most visually direct projects in the catalogue, showing the move from abstract systems work into an on-screen city-scale game space.

Updated May 1, 2026

GameSwiftFirst person

jungle

jungle is a Mac first-person project concerned with moving through and presenting a jungle environment.

It belongs to the spatial side of the catalogue, where viewpoint, movement, atmosphere, visibility, and native Apple-platform presentation matter.

Read beside immersiveape, milsim, and MusicToDriveBy, it shows a recurring interest in taking simulated worlds from overhead models into embodied perspective.

Updated Apr 22, 2026

ToolPHPWeb interface

azaz

azaz is a PHP-built cyberpunk AI interface for AZAZ, framed as the voice of a new generation.

The site presents a layered neon city with mouse and keyboard interaction, a fractal logo engine, and a hidden Lower Stack route into ApeScript.

In this catalogue it represents the public-facing web and interface side of the work: less engine library, more mood, voice, and interactive presentation.

Updated Mar 23, 2026

ToolUtilityPNG

png2json

png2json is a focused utility that turns PNG files into JSON descriptions.

That makes it useful when visual source files need to become structured data for maps, masks, tile work, palettes, or engine-readable assets.

The project is small, but it fits the practical side of game and simulation development: quick tools that turn repeated manual work into dependable data pipelines.

Updated Mar 22, 2026

SimulationCNode port

apesdk-js

apesdk-js is a concise JavaScript and Node command-line port of the minimalist ApeSDK commandline code.

It keeps the simulation small enough to run as a console-oriented program while adding JSON snapshots for portability and easier inspection.

The repository gives the ApeSDK ideas a browser-adjacent and non-C entry point, making the simulation easier to share, port, and experiment with.

Updated Feb 6, 2026

SimulationCApeSDK

longtermbrief

longtermbrief is a compact public ApeSDK-derived command-line branch.

It carries the reduced simulation structure used for language ports and lightweight experimentation around the Noble Ape core.

Within the catalogue, it is best read as supporting infrastructure: a smaller shape of the larger simulation for focused testing, briefing, and port work.

Updated Jan 25, 2026

SimulationC99DSL

bronzesim

bronzesim is a standalone ISO C99 simulation of an Early Bronze Age-style island world.

The project is driven by a small domain-specific language, so occupations, tasks, resources, and rules can live in data while the C engine stays focused on deterministic execution.

Its 30-mile island model, chunked storage, LRU cache, and top-down diagnostic rendering make it a clear example of simulation as a historical world-building medium.

Updated May 1, 2026

ToolCTranspiler

werewolf

WereWolf is a C translator targeting JavaScript, Python, Java, Ruby, and Rust through a deliberately constrained cross-language subset called Satire.

The project starts from the idea that useful translation does not need to cover every feature of every language. Instead, it defines a shared subset that can describe enough behavior to move code between ecosystems.

That makes WereWolf both a practical tool and a critique of rough automatic porting. It asks what a disciplined, explicit translation layer can do before a generative system starts guessing.

The command-line workflow can emit one or several target languages from the same source, making it relevant to the wider ApeSDK family and its long history of ports.

For visitors, WereWolf is the clearest language-tooling project in the public profile: small enough to inspect, ambitious enough to matter, and directly tied to the problem of preserving C-centered ideas across newer runtimes.

Updated Jun 23, 2025

SimulationCLondon

london1940

london1940 is a C simulation of London in 1940.

It connects city maps, historical pressure, and the home-front side of the wider wartime simulation thread.

Unlike the battle-focused World War II games, this project points toward civilian space, urban systems, and the strain of a city under sustained wartime conditions.

Updated Sep 21, 2024

SimulationCTemplate

skeleton

skeleton is the Noble Ape skeleton project.

It acts as a compact reference point for the minimal structure beneath the larger simulation family.

In a portfolio full of ports, engines, and long-lived experiments, the skeleton project is useful because it shows the smallest public shape of the Noble Ape tradition.

Updated Jun 5, 2018

ToolC/C++Public fork

libdeep

libdeep is a public fork of a C and C++ deep learning library.

It remains listed because it is visible under the public profile, while the page marks it plainly as a fork rather than an original barbalet project.

The repository still adds context to the profile by showing an interest in native-language machine learning tools that can sit near simulation and systems code.

Updated Dec 18, 2019