[HN Gopher] Permafrost engine - An OpenGL RTS game engine writte... ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2023-04-09 23:00 UTC)