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Translate docs to english

Open siredmar opened this issue 5 years ago • 3 comments

The documentation Just be translated to english language.

siredmar avatar May 02 '20 05:05 siredmar

If you need any help with English translations for this project, I would be happy to lend a hand.

I don't speak German but I am a game developer and a huge fan of Anno 1602.

Danjb1 avatar Nov 11 '25 21:11 Danjb1

Hi! You might already guessed it: i'm also a huge fan of Anno 1602 😄

Thanks for reaching out! To be honest, translating the docs to English currently is the easiest part i guess. But every contribution is very welcome!

Currently the state of the project is:

  • i was porting most of the code to golang. The hardest part was the COD parser - but it is in an okay state to work with.
  • lately i was trying to write a renderer with an ECS.

Originally the textures are split up into smaller chunks with width of one isometric tile width. I tried the approach of painting every texture as whole and store them in a texture atlas for each building, rotation and animation step. I thought it might be easier instead of fiddling around with those sub-images every time. Don't know if this will pay off 😅 🤷

As for the renderer if first started with ebiten to have a 2D renderer but faced the challenge of Z-depth sorting i couldn't solve. The current approach is to use raylib as a 3D engine and create an isometric camera view. This works in principle but i still got problems in terms of alignment and placement especially for buildings that are taller than 1x1. However that z-depth problem seems to be solved by the nature of having a 3D engine.

I'm no game developer. Embedded Linux, cloud stuff, containerized stuff, Kubernetes - that's my deal. So if you are interested to help out with i'd be more than happy to guide you through the current code.

Cheers!

siredmar avatar Nov 12 '25 06:11 siredmar

Hi @siredmar, thanks for your message!

Combining the textures into an atlas sounds like a great idea to me. I expect that's the only way you could feasibly render the game world on modern hardware without hundreds of draw calls.

Funnily enough, I have tackled a similar z-sorting issue before on another project. I also used 3D positioning, combined with the depth buffer, so that I didn't have to worry about the render order. So, it sounds to me like you made a good decision :)

Embedded Linux, cloud stuff, containerized stuff, Kubernetes

That sounds like my worst nightmare 😂 I'm a game developer through and through. I would love to help out but sadly I already have my hands full with other projects. I would be more than happy to act as an advisor though, if you ever need a second opinion or a rubber duck.

In any case, it looks like this project is coming along really well. I've been watching it for a while so I'm glad to finally make contact.

All the best, Dan

Danjb1 avatar Nov 12 '25 20:11 Danjb1