[HN Gopher] Permafrost engine - An OpenGL RTS game engine writte...
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       Permafrost engine - An OpenGL RTS game engine written in C
        
       Author : rysertio
       Score  : 117 points
       Date   : 2023-04-09 16:12 UTC (6 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | doodlesdev wrote:
       | Cool, but why use OpenGL 3 and Python 2 instead of newer
       | counterparts?
        
         | david2ndaccount wrote:
         | python2 is easier to embed.
        
           | doodlesdev wrote:
           | Why is that? In this case why not opt for Lua which is
           | basically made to embed in C?
        
             | TulliusCicero wrote:
             | Not that I'm a fan of using an old version of python, but
             | my experience using/teaching Lua to my kid is that it's
             | rather horrible. Felt like a jumbled collection of language
             | design bad ideas.
             | 
             | Would be great if someone made an easily embeddable
             | scripting language that doesn't feel hacked together.
        
       | baq wrote:
       | Obligatory mention of another open source RTS engine (lineage
       | tracing back to the original Total Annihilation):
       | https://springrts.com/
        
         | wood_spirit wrote:
         | Also, see:
         | 
         | * Glest http://glest.org/en/index.php which is modded by
         | editing config files. There are lots of mods that add
         | "factions" to the base game, as well as mods that are
         | standalone games.
         | 
         | * 0ad https://play0ad.com/
        
         | dumpsterlid wrote:
         | [dead]
        
         | capableweb wrote:
         | One great example of Spring RTS being used in a game is Beyond
         | All Reasons, A Open Source RTS:
         | https://www.beyondallreason.info
         | 
         | > All units and projectiles are simulated in real-time. The
         | game offers fully simulated projectile ballistics, explosion
         | physics and terrain deformation.
         | 
         | > The shape of every battlefield in-game imposes which
         | strategies work and which units are effective. No two maps will
         | play the same. Radar cannot penetrate mountains and nuclear
         | warfare will physically alter the terrain.
         | 
         | Unexpectedly fun game.
        
           | amrb wrote:
           | Did you also play ZeroK?
        
         | amrb wrote:
         | OpenRA is another open engine!
        
         | EamonnMR wrote:
         | Spring engine games do tend to end up feeling like TA which is
         | fine if that's your thing, but I think the mainstream RTS
         | audience these days expects SCII.
        
       | sgt wrote:
       | Cool. Can one build a game using this but by only using Python?
        
         | zenojevski wrote:
         | Perhaps using Cython?
        
       | daveidol wrote:
       | Awesome! I keep hoping RTS will make a comeback in popularity
        
         | pjmlp wrote:
         | Actually they are ideal for touch devices.
        
           | DizzyDoo wrote:
           | Are they? A traditional RTS like Age of Empires 2 or a
           | Starcraft requires quite a lot of accuracy in quick-selection
           | and movement orders, it would drive me nuts to try and do
           | that on a mobile screen with no mouse. I know MOBA-style
           | games are popular on mobile, but there's only one unit to
           | control there.
           | 
           | The only non-keyboard-and-mouse RTS I can think of is Tooth
           | and Tail[0], designed to play nicely with controllers (in a
           | similar way that that Halo Wars was back in 2009), and while
           | I'm sure high-level play in those games was indeed very high-
           | level, the whole experience nonetheless just doesn't work for
           | me, it feels 'dumbed down' still.
           | 
           | [0] -
           | https://store.steampowered.com/app/286000/Tooth_and_Tail/
        
             | Nahtnah wrote:
             | Check out Line War, fwiw
        
             | pjmlp wrote:
             | Game design is the key here.
        
               | DizzyDoo wrote:
               | Could you expand? I'm a video game designer myself, so I
               | enjoy thinking about these things - how can you get
               | around the hunt-and-peck nature of a mobile phone screen,
               | where your thumb or finger covers up the unit you're
               | selecting? And then how do you ensure accuracy in the
               | exact spot they move to?
        
               | thanks4tip wrote:
               | One way is to decrease the granularity possible, so a
               | finger can easily pick the "exact spot". Basically make
               | movement discrete (maybe not the animation, but the
               | locations you can be at from a game logic perspective).
        
               | epups wrote:
               | Ok but you're losing complexity, and still need accuracy
               | in that case. I think your suggestion would work for a
               | turn-based game, I just don't think mobile is a good
               | media for RTS.
        
           | zwirbl wrote:
           | One might assume that and it is mostly true for round based
           | games, but for real-time you just cannot achieve the actions
           | per minute needed on touch. A game like Starcraft or similar
           | is barely playable
        
             | pjmlp wrote:
             | Sure, my remark was about controlling, how the game is
             | designed is another matter.
        
               | epups wrote:
               | Controls essentially define game design.
        
               | ianlevesque wrote:
               | Yeah there's so much skepticism but you're right on that
               | this genre can thrive on mobile. It's a way more natural
               | fit than FPS for example.
        
           | ecshafer wrote:
           | I do not think that is the case for traditional RTS games. At
           | first glance, sure you touch the unit you want and you touch
           | where you want them to go. But there is a reason why single
           | button mouse to two button mouse was a huge improvement for
           | RTS. You don't always want to do one thing or have it be
           | context aware. The other is that RTS games typically involve
           | you dealing with hundreds of units, all across a map, so
           | things like hot keys to build additional units, or control
           | groups to manage different unit groups is critical. Mobile
           | seems like it could work for some casual RTS games, with
           | small numbers of units. But not for a traditional RTS.
        
           | mxkopy wrote:
           | The best game I've ever played on mobile is Eufloria, which
           | is an RTS. I wish there were more games like it.
        
             | bytehowl wrote:
             | Isn't Eufloria just a GalCon clone? There are a bunch of
             | games like that, albeit without the plant theme.
        
           | hgs3 wrote:
           | I could see a casual RTS working, one where you select groups
           | of soldiers rather than individual units.
        
             | TulliusCicero wrote:
             | Company of Heroes works like that and it's on iPad.
        
         | ForgeableSum wrote:
         | Back in ~2016, I spent a year of my life trying to make this
         | happen. I ended up with a very cheap looking version of age of
         | empires, which runs in the browser... It's still up!
         | http://feudalwars.net/
        
         | [deleted]
        
       | JKCalhoun wrote:
       | Pulled the Everglory demo down on Steam Deck.
       | 
       | Because of the small display on the Steam Deck, the text on the
       | menu buttons on the right hand side were nearly indecipherable.
       | 
       | I wonder to what degree game devs should be testing their games
       | on a small display like the Steam Deck/Switch.
        
         | TulliusCicero wrote:
         | Depends on the game I suppose. I think most would agree that
         | for a typical RTS game, that's a niche within a niche.
        
         | nightowl_games wrote:
         | I work on games that go on many platforms. I've got a secret
         | debug menu that lets me simulate a bunch of screen sizes, then
         | I've got some internal stuff to let me scale just the UI, and
         | control the viewable distance of the in game world (it's all 2d
         | games).
         | 
         | Safe Areas are a PITA because I can't find a reference of every
         | devices safe area.
         | 
         | Our designer is also good at designing things that work across
         | screen sizes.
         | 
         | The mobile world has forced us to get good at this. It's been a
         | few years of struggle though.
        
       | albertzeyer wrote:
       | How does it compare to other open source RTS engines, like 0
       | A.D., OpenRA or the Spring RTS engine?
        
       | mnd999 wrote:
       | I was hoping this was an open source implementation of the
       | Frostbite engine.
        
       | deathgripsss wrote:
       | For some reason this made me think of Frostpunk, not quite an RTS
       | game though
        
       | sharpercoder wrote:
       | Very nice :). I'd recommend picking a font that produces clearer
       | text though, since the current font is hardly readable and
       | dimishes the experience.
        
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       (page generated 2023-04-09 23:00 UTC)