OpenRA: Open-source RTS game engine for games such as Command and Conquer
github.com
github.com
For modders - while the 0ad Pyrogenesis engine is C++ based - its interesting to note that the mods are javascript/XML based and somewhat grokkable - everything from the animation descriptors to economics/AI. You can even mod the UI menu elements using JS/XML.
https://wildfiregames.com https://trac.wildfiregames.com/wiki/Modding_Guide
The problem for me is that I don't understand it. It has been too long now to say what I've tried or where my confusion came from, but while the general concept of building a base to build an army is clear (because that's how AoE works), I think I was confused by the win condition, or something about being nearby enemy entities to convert them automatically iirc. I didn't know anyone else that played it so I'd have to explain it to friends to play it together, so instead I guess I moved on.
Does anyone know a good site or video that explains the most important rules and mechanics from start to finish? I'd still be interested in playing this with friends if I can understand how it works. Or maybe I should just give it another stab now that I'm not a teen anymore.
There are some Youtube videos by Nookrium and Tom 0ad
https://www.youtube.com/channel/UCS-SFei6NFRuGN8CKtAsYrA
Interestingly the base game itself is implemented as a huge mod and is mostly JS, so if you're willing to go spelunking.
https://github.com/0ad/0ad/blob/master/binaries/data/mods/pu...
https://github.com/0ad/0ad/blob/master/binaries/data/mods/pu...
If you buy "Red Alert: Remastered" on Steam, there's a directory that lists the entire source code of Red Alert: Remastered.
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They probably did that because OpenRA was so popular, and that people would be curious how the original was also coded. The "Remastered" edition only came out in 2020.
Warning: Red Alert: Remastered includes a bunch of x86 assembly files for 64-bit MMX SIMD. Some ugly, 90s-era assembly language there for pathfinding...
https://github.com/electronicarts/CnC_Remastered_Collection
They only released the source to the game logic, not the full engine.
And of course, the game data is not free.
Tales of Maj'eyal is open source, you can redistribute or sell the source code of the engine, but the assets that comprise the game are not free.
Anything past that gets to some specific license
It does have a precise definition (the OSD[1]), but OSI does not own the phrase in the sense of owning a (registered) trademark on it. They applied for such a trademark decades ago, but ultimately abandoned the application IIRC. That said, registered trademark or no, the OSD is by far and away the most widely accepted and used definition of what it means to be "open source". I'd argue that it is a de-facto standard, albeit not a de jure standard.
1. Someone who doesn't understand open source claims that open source means source available
2. Someone who does understand open source points to the OSI definition and points out that availability of source is nowhere near enough
3. Bickering about legal matters as if trademark law is the best way to handle terminology
4. Accusations that it's essentially tyranny for the OSI and FSF to try to establish standard definitions for open source and free software, or for the rest of us to insist upon proper use of these terms
Examples:
• https://news.ycombinator.com/item?id=25367131
• https://news.ycombinator.com/item?id=25834067
• https://news.ycombinator.com/item?id=26079067
• https://news.ycombinator.com/item?id=27267367
• https://news.ycombinator.com/item?id=25364878
Maybe I'm biased cause the word exists in French, but I'm not sure how "libre" sounds silly.
We really have to stop letting engineers name things...
It's Red Alert 2 reimplemented in Typescript.
Unfortunately no source available but the dev does say he plans to release it once he feels comfortable with it.
Sadly, while you don't notice at first, it's missing a great many critical features, which render it much less fun to play.
2 factions with tiered factories instead of the "flat" balancing, and instead of using the local energy grid for Overdrive you build Metal Makers that convert energy to metal for you.
That said the enemy AI seems to have a bunch of neat tricks up its sleeve. And it feels like TA-in-3D.
Also, I wish the developers would spend some time making the UI feel a little more lively.
https://github.com/OpenRA/OpenRA/wiki/Adding-a-voxel-unit-in...
https://www.openra.net/download/
The Red Alert Multiplayer section is quite alive.
I did not like the var keyword in C#. They did.
I understood them 1 year later ;) Since then I am using var and I am MUCH faster adopting new styles. Thanks!!!
Does Spock AI still exists?
It’s fun to think about it now since 0% of the tricks still work but you could have called him for free fairly easily.
Ironically the tricks don't work anymore, but today you can call anywhere virtually for free.
the goal is to make the engine (whih is surprisingly versatile - and trait based) into a 3d lego game engine. it already successfully loads gltf models exported from blender!
perhaps simplified version could work, like MOBA on mobile
edit: Found it. https://www.youtube.com/watch?v=bdlJBw2GKFQ
Looks like it's on Android! Downloading it now.
https://play.google.com/store/apps/details?id=com.spiffcode....
Also, anything similar for RA2?
Would be incredible if EA released the source code like Id did for doom.
Unfortunately it requires overhauling OpenRA in its entirety, so progress has been glacial
now i only wish somebody turned Total War series into open source, especially the map campaign mode
I'd offer to collaborate but I have neither the skills nor know the game beyond having heard of the name before.