19 karma · joined February 21, 2021
We use Premake5 instead of CMake, for historical reasons. an attempt was made at Meson but it was too messy on Windows.
We only switched to C++17 because Mozilla's SpiderMonkey headers required us to. Else we'd still be at C++11
For macOS, you can actually build for > 10.12 BUT the build will only be compatible with this. See https://code.wildfiregames.com/D2827 for more info about why the SDL2 broke stuff.
I use this https://code.wildfiregames.com/P241 but basically you need only this after cloning and installing deps
cd build/workspaces && sh update-workspaces.sh -j4 cd gcc && make -j4
See also https://trac.wildfiregames.com/wiki/BuildInstructions
One of the biggest but sadly not the only problem is pathfinder threading https://code.wildfiregames.com/D14
Other things like the messaging system could probably be threaded.
Rendering needs to run in another thread than simulation too.
Feel free to reach out to us on quakenet.org #0ad-dev. We're usually there on CET.