Liquid War rules have been invented by Thomas Colcombet.

He was trying to find algorithms to find the shortest path from one point to another, and found the Liquid War algorithm. Then it came to his mind that a game could be build upon this algorithm, and Liquid War was born. He programmed the first two versions of Liquid War using Borland Pascal for DOS, and gave me some information about the algorithm so that I could re-program it.


I'm the guy who programmed the latest versions of Liquid War. I enhanced the algorithms, and did quite a bunch of work to have the game playable by (almost) anyone, that's to say create a correct GUI.

If you want to join me, here's all the information you'll ever need:

  Christian Mauduit
  Web site:
  GnuPG public key: FD409E94 -
  GnuPG fingerprint: 4762 1EBA 5FA3 E62F 299C  B0BB DE3F 2BCD FD40 9E94
  Snail mail: 32 rue Jean Moulin  95100 Argenteuil  FRANCE

Other contributors

As Liquid War is now free software, protected by the GPL, anyone is allowed to view, edit, modify, re-compile the source code, and distribute it, as long as Liquid War is still distributed under the GPL.

Here's a list of the contributors:

Many other people helped me by submitting bug reports and patches, and I want to thank them for their precious help. Thanks to all the Debian people too, who nicely maintain the Liquid War .deb package.

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Copyright © 2005 Christian Mauduit. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
Updated on Sat May 07 2005.