<?xml version="1.0" encoding="UTF-8"?>
<metapackage xmlns:os="http://opensuse.org/Standards/One_Click_Install" xmlns="http://opensuse.org/Standards/One_Click_Install">
  <group distversion="openSUSE 11.0">
    <name>cel</name>
    <summary>Installs cel</summary>
    <description>Installs the latest version of cel:
    CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.
    </description>
    <repositories>
      <repository recommended="true">
        <name>Packman Repository</name>
        <summary>Packman package repository for openSUSE 11.0</summary>
        <description>Latest versions and additional packages in the most popular 3rd party repository</description>
        <url>http://packman.mirrors.skynet.be/pub/packman/suse/11.0</url>
      </repository>
    </repositories>
    <software>
      <item recommended="true">
        <name>cel</name>
        <summary>cel &gt; cel</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>cel-doc</name>
        <summary>cel &gt; cel-doc</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>CELStart</name>
        <summary>cel &gt; CELStart</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>cel-demos</name>
        <summary>cel &gt; cel-demos</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="false">
        <name>cel-devel</name>
        <summary>cel &gt; cel-devel</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="false">
        <name>cel-debuginfo</name>
        <summary>cel &gt; cel-debuginfo</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="false">
        <name>cel-debugsource</name>
        <summary>cel &gt; cel-debugsource</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>CELStart-boulderdash</name>
        <summary>cel &gt; CELStart-boulderdash</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
    </software>
  </group>
  <group distversion="openSUSE 10.3">
    <name>cel</name>
    <summary>Installs cel</summary>
    <description>Installs the latest version of cel:
    CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.
    </description>
    <repositories>
      <repository recommended="true">
        <name>Packman Repository</name>
        <summary>Packman package repository for openSUSE 10.3</summary>
        <description>Latest versions and additional packages in the most popular 3rd party repository</description>
        <url>http://packman.mirrors.skynet.be/pub/packman/suse/10.3</url>
      </repository>
      <repository recommended="false">
        <name>openSUSE:10.3</name>
        <summary>openSUSE 10.3 distribution</summary>
        <description>The openSUSE 10.3 distribution.</description>
        <url>http://download.opensuse.org/repositories/openSUSE:/10.3/standard/</url>
      </repository>
    </repositories>
    <software>
      <item recommended="true">
        <name>cel</name>
        <summary>cel &gt; cel</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>cel-doc</name>
        <summary>cel &gt; cel-doc</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>CELStart</name>
        <summary>cel &gt; CELStart</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>cel-demos</name>
        <summary>cel &gt; cel-demos</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="false">
        <name>cel-devel</name>
        <summary>cel &gt; cel-devel</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="false">
        <name>cel-debuginfo</name>
        <summary>cel &gt; cel-debuginfo</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="false">
        <name>cel-debugsource</name>
        <summary>cel &gt; cel-debugsource</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>CELStart-boulderdash</name>
        <summary>cel &gt; CELStart-boulderdash</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
    </software>
  </group>
  <group distversion="openSUSE 10.2">
    <name>cel</name>
    <summary>Installs cel</summary>
    <description>Installs the latest version of cel:
    CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.
    </description>
    <repositories>
      <repository recommended="true">
        <name>Packman Repository</name>
        <summary>Packman package repository for openSUSE 10.2</summary>
        <description>Latest versions and additional packages in the most popular 3rd party repository</description>
        <url>http://packman.mirrors.skynet.be/pub/packman/suse/10.2</url>
      </repository>
      <repository recommended="false">
        <name>openSUSE:10.2</name>
        <summary>openSUSE 10.2 distribution</summary>
        <description>The openSUSE 10.2 distribution.</description>
        <url>http://download.opensuse.org/distribution/10.2/repo/oss/</url>
      </repository>
    </repositories>
    <software>
      <item recommended="true">
        <name>cel</name>
        <summary>cel &gt; cel</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>cel-doc</name>
        <summary>cel &gt; cel-doc</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>CELStart</name>
        <summary>cel &gt; CELStart</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>cel-demos</name>
        <summary>cel &gt; cel-demos</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="false">
        <name>cel-devel</name>
        <summary>cel &gt; cel-devel</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="false">
        <name>cel-debuginfo</name>
        <summary>cel &gt; cel-debuginfo</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="false">
        <name>cel-debugsource</name>
        <summary>cel &gt; cel-debugsource</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
      <item recommended="true">
        <name>CELStart-boulderdash</name>
        <summary>cel &gt; CELStart-boulderdash</summary>
        <description>CEL (or Crystal Entity Layer) is a set of plugins and applications
built on top of the Crystal Space SDK. CEL provides a set of
commonly used abstractions to specifically help with writing games.
CEL introduces the notion of an &apos;entity&apos; which can be any kind of
(visual or non-visual) object in a game. CEL also comes with a lot
of useful plugins for 3rd/first person camera handling, physics,
movement system, quest system, and so on.

Written in C++, CEL can also be interacted with via Python or Xml.
Using CELstart it is also not neccessary to use C++. This means
that since the base code is C++, CEL is fast while being extremely
easy to use from within Python and/or Xml.</description>
      </item>
    </software>
  </group>
</metapackage>