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