openage icon indicating copy to clipboard operation
openage copied to clipboard

Free (as in freedom) open source clone of the Age of Empires II engine 🚀

Results 231 openage issues
Sort by recently updated
recently updated
newest added

**Required Skills:** Python or C++ **Difficulty**: Easy It would be nice if we could create temporary files/directories in our current file system abstraction API. We currently only use temporary structures...

nice new thing ☺
lang: c++
lang: python
area: assets
good first issue

I'm trying to build the current version on Windows 11 and running into several problems in the cmake config step. I'm running the following command from the openage\build folder: `cmake...

bug
os: windows
area: buildsystem

Even if it's a long shot, I'd like this tracked so that I'm aware of when it's published and can try it (and hopefully leave a positive review). It's also...

nice new thing ☺

**Required Skills:** C++ **Difficulty**: Medium We could use an optional intermediary type for fixed-point types. Intermediary types are used for temporary values in calculations where intermediary steps can cause the...

improvement
lang: c++
good first issue
hacktoberfest

We surely could use the Travis CI also as our pipeline for packaging for darwin, but it would be better for OSX as a unix-based operating system to cross compile...

os: macos
area: buildsystem
packaging
to-discuss

In our engine architecture, game entities in the simulation send requests to the renderer to be drawn. The render requests also include updates on what to draw (i.e. which animation)...

improvement
area: renderer
lang: c++
area: simulation

The *world shader* is the shader program used for the world render stage, which is responsible for drawing units, buildings, ambience, and everything else that is displayed by a sprite....

area: renderer
nice new thing ☺
lang: c++

Ideally, the renderer must be able to handle several thousands of objects without significant performance loss. While we're not processing super complex geometry like other engines, it's good to keep...

improvement
area: renderer
just do it
overview

We could use [bindless textures](https://www.khronos.org/opengl/wiki/Bindless_Texture) in the renderer for texture drawing. The advantages of bindless textures are that they can be accessed as an index from the shader rather than...

improvement
area: renderer
lang: c++

This could be a rather small optimization for the renderer. The idea is to save rendering time by not rendering pixels in the game world that would be hidden by...

improvement
area: renderer
lang: c++
area: ui