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Show HN: Permafrost Engine – OpenGL 3.3 Real Time Strategy Engine in C
- SolarNet 8y agoThis appears to be a copy left attempt to build an engine capable of both Age of Empires (especially the 3d ones), Command & Conquer, and Warcraft 3 style games. Interested to see if it ever gets tot he point of running Warcraft 3 custom maps (multiplayer maps with custom code) perhaps through an import script.
- tobyhinloopen 8y agoI'd love engines like this :) Are there more? This one doesn't run on OSX & has no multiplayer. I already tried OpenRA's engine (slow) and SpringRTS (poor OSX support)
- anderspitman 8y agoOpenage and 0AD both come to mind
- fit2rule 8y agoMOAI can do it. http://github.com/moai/moai-dev/ http://github.com/moai/moai-dev/
- thewizardofaus 8y agoAwesome!!!! I've slowly been working on my own engine in OpenGL. There's something so magical about it. Congrats!
- pome 8y agoAwesome! But why rare to see game development in plain C comparison to the other languages like C++?
- vectorEQ 8y agothis is nice work! really nice too browse around and see how you did things =)
- philipov 8y agoLooks cool, but why python 2.7? That's a big disappointment.
- hesdeadjim 8y agoPython is a very odd choice. I’m sure it could trivially replaced with Lua if one were so inclined.
- philipov 8y agoI like python, but 2.7 is going to be dead in a year and 3 months. It's time to start implementing your migration to 3.x, not creating new projects running 2.7; that's madness.
- shawn 8y agoYou're mistaken. Python 2.7 will still be here in a decade, and people might even still write code against it. I don't think zealotry or being pushy is productive. Software doesn't rust, and 2.7 is a perfectly fine choice.
- philipov 8y agoSure. You're also free to pick COBOL as your side project's scripting language, if you want to make absolutely certain no one ever uses it.
- bufferoverflow 8y agoThe maps look worse than the ones in Transport Tycoon released in 1994.
- dang 8y agoThis breaks the site guidelines, especially the ones for Show HN. Please follow the rules when posting here. https://news.ycombinator.com/newsguidelines.html https://news.ycombinator.com/newsguidelines.html https://news.ycombinator.com/showhn.html https://news.ycombinator.com/showhn.html
- foogered 8y agoOP also shared this on r/gamedev, but with a bit more context: https://www.reddit.com/r/gamedev/comments/9bsd4n/11_months_of_real_time_strategy_game_engine/ https://www.reddit.com/r/gamedev/comments/9bsd4n/11_months_o...
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- rootlocus 8y agoLegal warning: the name is pretty close to Frostbite, which is an EA DICE graphics engine.
- blt 8y agoThis looks cool, I read a little of the code and it seems like good C code written by a sensible person in the current decade. One suggestion: I noticed your nav.c depends on render.h - selfishly, as an AI researcher, I want more games/simulations where it's possible to run the core simulation without expecting to render to a screen or to read input from the real keyboard/mouse. So, if you can structure the engine such that it can run "headless" like this, that would be nice :)
- cpburns2009 8y agoThe readme says the license is: > Permafrost Engine is licensed under the GPLv3, with a special linking exception. Does anyone know what the "special linking exception" is? I've heard of a linking exception before with GPL essentially making it LGPL. But I wonder how this "special" exception is related.