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Show HN: Permafrost Engine – OpenGL 3.3 Real Time Strategy Engine in C (github.com/eduard-permyakov)
144 points by epermyakov on Sept 1, 2018 | hide | past | favorite | 25 comments



This 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.


This 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 :)


OP also shared this on r/gamedev, but with a bit more context: https://www.reddit.com/r/gamedev/comments/9bsd4n/11_months_o...


I'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)



Openage and 0AD both come to mind


Awesome!!!! I've slowly been working on my own engine in OpenGL. There's something so magical about it. Congrats!


The 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.


Awesome! But why rare to see game development in plain C comparison to the other languages like C++?


Legal warning: the name is pretty close to Frostbite, which is an EA DICE graphics engine.


this is nice work! really nice too browse around and see how you did things =)


Looks cool, but why python 2.7? That's a big disappointment.


Python is a very odd choice. I’m sure it could trivially replaced with Lua if one were so inclined.


MOAI does this in Lua already. Maybe the OP just wanted to use a language they liked.


He mentioned he wrote a script in python for blender somewhere. Perhaps that's just what he was familiar with.


I 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.


You'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.


Sure. 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.


More pushiness. This is a Show HN. We're supposed to be offering positive and helpful feedback.


Yes. "Not supporting the current version of python means some people who like and want to use your software will not do so" is constructive actionable feedback.


If only you had posted that and left it at that.


It's about as constructive and actionable as: "It's open source, you can implement it yourself and submit a pull request."


Not everyone dances to the technologists' warped beat


The maps look worse than the ones in Transport Tycoon released in 1994.


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