Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by RobotCaleb on Sunday September 20, 2015 @01:20AM
(#10246640)
People interested in this might also be interested in OpenRA.
It currently supports C&C (Tiberian Dawn), C&C: Red Alert, and Dune 2000 and work is ongoing for Tiberian Sun.
Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by Pxtl on Sunday September 20, 2015 @12:08AM
(#10246524)
For another oss rts engine that already runs multiple online games, there's springrts. It was originally intended for Total Annihilation so it tends towards TA-ish play, but many developers take it in exciting directions with lua.
That said, spring grew very organically and it shows. A fresh start like this probably has a lot of advantages.
Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by methusalah999 on Sunday September 20, 2015 @04:37PM
(#10248994)
Each open source project carry with it some model AAA game legacy. Starcraft 2 is for OpenRTS what Total Annihilation is for Spring, Age of Empire for 0ad, C&C for OpenRA.
For now, OpenRTS is specialized in micromanagement on cliffed/tiled terrains. All the game content is accessible from outside the code, using provided editors, XML and scripted langage. It is also Android (almost) ready. Those are the main differences with Spring.
Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by hellbanner on Saturday September 19, 2015 @06:22PM
(#10245727)
Very cool!
My company is working on a tile-based board game engine. The thinking is that many tile-based games are so similar, all you should have to do is change the rules for piece-moving and you could start up a server for a new game.
Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by methusalah999 on Sunday September 20, 2015 @04:39PM
(#10249002)
OpenRTS team is currently working on a project using Entity System approach. This architecture will be certainly added to OpenRTS for much much much more extendability and flexibility.
Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by hellbanner on Saturday September 19, 2015 @07:22PM
(#10245901)
I haven't seen any good systems on Github. We're making a very modular framework -- eventually a Javascript client & server could share the same .JS file for game rules, just swap it out.
Most of the game engines I've seen either do too much or are too specialized.
Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by scopecreep on Sunday September 20, 2015 @12:21AM
(#10246544)
Just a heads up, but Games Workshop went after the vassal guys pretty hard when people started uploading 40k army stats. I would be very careful with anything GW related just FYI.
Not sure how it would go today (they're giving away licenses to anybody with a pulse and an iOS app on their resume right now), but back in the day they were very protective of their IP.
Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by hellbanner on Saturday September 19, 2015 @09:42PM
(#10246261)
Hey thank you! I tried to open a vmod file but it crashed my terminal.. we're looking to make the rule-set human readable as well as machine readable with the above repo.
Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by moron4hire on Monday September 21, 2015 @12:32PM
(#10253372)
My point was not that it would mean there is existing code you can leverage--as open-source is exceedingly rare in games development--my point was that you are likely entering a saturated market.
Re:OpenRTS: A 3D Real-Time Strategy Game Engine
by erlend_sh on Sunday September 20, 2015 @05:18AM
(#10246996)
I don't believe there is. At this stage what the engine really needs is a couple 3D artists who can help churn out a few more CC-BY models so that they can put together a properly playable game demo.
http://www.openra.net/
That said, spring grew very organically and it shows. A fresh start like this probably has a lot of advantages.
https://springrts.com/
Spring is written in c++, scripted in Lua, and released under GPL2.
OpenRTS is jvm based and released under an MIT license.
For now, OpenRTS is specialized in micromanagement on cliffed/tiled terrains. All the game content is accessible from outside the code, using provided editors, XML and scripted langage. It is also Android (almost) ready. Those are the main differences with Spring.
https://github.com/QuantumProductions/tic-tac-toe
So stay tuned :)
Most of the game engines I've seen either do too much or are too specialized.
It has an amazing number of "modules": games implemented on it.
It is written in Java.
Not sure how it would go today (they're giving away licenses to anybody with a pulse and an iOS app on their resume right now), but back in the day they were very protective of their IP.
http://github.com/SFTtech/openage