[HN Gopher] 0AD, an open source historical RTS in development fo...
       ___________________________________________________________________
        
       0AD, an open source historical RTS in development for 22 years
        
       Author : wsgeorge
       Score  : 569 points
       Date   : 2023-05-26 19:42 UTC (1 days ago)
        
 (HTM) web link (play0ad.com)
 (TXT) w3m dump (play0ad.com)
        
       | trollied wrote:
       | I'd give this a go if I wasn't so terribly addicted to
       | Factorio...
        
         | hydroid7 wrote:
         | Try Mindustry instead
        
           | gwnywg wrote:
           | Yep, I was addicted to that... and to 0ad at some point
           | too...
        
       | jgalt212 wrote:
       | 0AD is implanted in my as the first package listed in Synaptic.
        
         | math-ias wrote:
         | I would guess that this drives a non-negligible number of
         | people to playing the game for the first time. My personal
         | anecdote is tab completing `apt-get install` by mistake and
         | figuring I should research this 0ad package more to make sure I
         | didn't screw up configurations.
        
       | winrid wrote:
       | NetPanzer is also an open source RTS in development for over 20
       | years!
       | 
       | https://github.com/netpanzer/netpanzer/tree/dev
       | 
       | I just setup a new masterservers and a couple game servers with
       | bots (but you need v0.9x+ to play with bots).
       | 
       | I'm working with the maintainer to do one more release to the
       | distros and then probably convert it to Godot.
       | 
       | You can download the latest 0.9 release from sourceforge. 0.8, in
       | the distros, is pretty old.
        
       | robinhoodexe wrote:
       | I'm quite excited for a future macOS ARM build.
        
         | postalrat wrote:
         | Can't you run it now or does that build include some arm only
         | units?
        
           | pohl wrote:
           | Rosetta should run it, but a native build would still be
           | desirable.
        
             | adsche wrote:
             | Is the "M1" build not native? It shows up as "Mach-O 64-bit
             | executable arm64" for me and is fast.
             | 
             | https://play0ad.com/download/mac/
        
               | pohl wrote:
               | Thanks for pointing that out! The system requirements for
               | Apple, on the front page, still say...
               | 
               |  _Processor: 2006 or later Intel-based Mac, ARM based
               | with Rosetta_
               | 
               | ...so there are mixed signals.
        
       | atum47 wrote:
       | Got all my friends hooked on it back in my college days. We
       | attended class at night, but for some reason beyond my
       | comprehension we did have classes at Saturday morning. Being a
       | bunch of nocturnal beings, we usually bought some pizzas and
       | stayed up all night from Friday to Saturday playing on lan and
       | having pizza. Good times.
        
         | johnisgood wrote:
         | > compression
         | 
         | Yup, we are on Hacker News!
        
           | atum47 wrote:
           | I usually swipe to type (which works 80% of the time) and
           | honestly some times my eyes to catch spelling mistakes like
           | these. Sorry, haha.
        
             | johnisgood wrote:
             | Oh no worries really. Your typo was on topic as well! :P
        
         | princevegeta89 wrote:
         | played AOE 2 when it was just released, more than 20 years ago.
         | And then 10 years later in 2011, online with real people which
         | was a lot of fun and competitive touch. Then again, I played
         | the AOE 2 DE 10 years later in 2021, at 4k which was a great
         | refreshment. I would say I got even better at it and had so
         | many incredible achievements and games during that time.
         | 
         | I now see that more DLCs and patches were released after they
         | did Poles and Bohemians, which were the last ones I played. The
         | Poles as a civ were incredibly powerful btw. I felt really
         | thankful for the team to keep supporting and developing the
         | game in these recent years.
        
           | rootlocus wrote:
           | They recently released Return of Rome, where they added
           | Romans to AoE2 and also implemented AoE1 inside of AoE2,
           | using the same engine and QoL improvements from AoE2. You can
           | now play the full AoE1 game (except ranked multiplayer)
           | within AoE2.
           | 
           | https://www.ageofempires.com/games/aoeiide/return-of-rome/
        
       | [deleted]
        
       | lagolinguini wrote:
       | I don't mean to disparage other people's experiences but I find a
       | massive disconnect between what other people are feeling and how
       | I feel about this game.
       | 
       | Actual AOE is still alive and kicking through the Definitive
       | Editions and now AOE4 with a very active online community and
       | developers. While 0AD is great and fully opensource, I still
       | don't find it comes close to the Experience of the actual AOE
       | titles. Maybe I'm biased because I don't mind paying for
       | proprietary software and I sometimes use Windows. I do however
       | definitely agree how great of an achievement 0AD is and it is
       | definitely a great game when considered in isolation.
        
         | wendyshu wrote:
         | Are you talking about custom maps? The size of the online
         | community? Those are better in AoE2. What else is?
        
           | lagolinguini wrote:
           | Matchmaking and the gameplay experience in general. I spend a
           | lot of time playing AOE4 and I also like the direction that
           | game is taking.
        
         | aragilar wrote:
         | The new AOM is really buggy (c.f. the original), so "alive"
         | probably only applies to AOE2. I'm not sure I'd call AOE4 "AOE"
         | (yeah, it's branded as it, but so was "Age of Empires Online"),
         | so the series basically died at AOE3. The other thing is the
         | new DEs (which are relatively recent) and AOE4 are Windows-only
         | (there were Mac releases for the originals, and the originals
         | were much easier to get running under wine), so there is more
         | incentive to look at other games (or reimplement the engine
         | like https://openage.sft.mx/).
        
           | lagolinguini wrote:
           | Age of Empires 4 is not the same as Age of Empires Online and
           | is a a full fledged game in the Age of Empires Series
           | incredibly similar to AOE2 with some learnings from AOE3
           | added in.[1] It very much plays like it's predecessors. It is
           | highly enjoyable and has a very active community as
           | responsive developers. There are many content creators and
           | tournaments for this game now. It has a large enough userbase
           | for you to be able to find a game quickly and they are
           | constantly releasing new content and patches. The latest
           | patch was released quite recently.[2]
           | 
           | AOE2, 3 and 4 have lots of tournaments, some of them with
           | quite decent prize pools.[3]
           | 
           | I personally don't play AOM so I can't comment on that but as
           | far as I have seen, Microsoft has done a good job at reviving
           | the other games and with the new game so while I don't doubt
           | AOM is buggy I do have faith they are actively attempting to
           | fix issues.
           | 
           | As for the Windows only thing, as I said, I use windows at
           | times myself and I don't mind paying for proprietary
           | software. But I understand if others have qualms about that.
           | 
           | But to say that the Age of Empires series died with AOE3 is
           | untrue, and while 0AD is a great achievement, to say it is a
           | replacement for the actual Age games is also not true.
           | 
           | Also note that MS did reimplement the engine for the AOEI
           | definitive edition, unsure about the others.
           | 
           | 1 https://en.wikipedia.org/wiki/Age_of_Empires_IV 2
           | https://www.ageofempires.com/news/age-of-empires-iv-
           | season-f... 3 https://liquipedia.net/ageofempires/Main_Page
        
             | aragilar wrote:
             | I've played AOE4 (during the free load balance trial), and
             | sure, it's not Age of Empires Online, that doesn't mean
             | it's an AOE game (another example: Halo 4 and 5 may be
             | called Halo games, it doesn't mean they are ones). This
             | view extends to the group of friends I play AOE2 with, so
             | while I'm glad AOE4 has found its audience (so maybe
             | they'll redo AOE1), I'm cynical that any sequels will be
             | ones we want to play.
             | 
             | The issue for the new DEs/4 isn't that they're proprietary,
             | it's they've gone backwards for cross-platform play (no
             | MacOS, worse on wine), hence the open source implementation
             | (with propriety assets) would enable playing on whatever
             | systems people have.
             | 
             | EDIT: I will agree that 0AD isn't the same as AOE2 if I
             | want to play AOE2, but given the option of playing a game
             | that will work (0AD) vs. one that may work (new AOM), I'll
             | take the one that will work.
        
               | lagolinguini wrote:
               | As someone who grew up on playing AOE and AOE2, I
               | remember people said the same thing about AOE3 when it
               | came out. In the end I never got into it myself but then
               | when AOE4 came out it felt like a breath of fresh air.
               | They way I see it is that each iteration in the franchise
               | is really a different game and not a replacement for
               | another. So I still find myself playing the AOE2
               | campaigns from time to time in the definitive edition for
               | the nostalgia factor. So I think it's a bit unfair to say
               | AOE4 isn't an Age of Empires game.
               | 
               | At the end of the day the goal is to have fun so if the
               | new game doesn't fit your vibe that's totally
               | understandable. But I invite you to give it one more shot
               | , even the Viper plays it from time to time :)
               | 
               | Also definitely agree about the no Mac/wine thing. A
               | friend of mine ended up buying a new PC to play the game
               | with the rest of our group.
        
         | [deleted]
        
         | nylonstrung wrote:
         | A more interesting peer to this game is Beyond All Reason, an
         | open source clone of Total Annihilation that has essentially
         | revived a community for the franchise
         | 
         | https://www.beyondallreason.info/
        
           | laputan_machine wrote:
           | Oh wow, thanks for this. I bought TA (& TA:Kingdoms) a while
           | back but it wouldn't run on my machine
        
       | mikae1 wrote:
       | When it comes to open source RTS games,
       | https://www.beyondallreason.info really deserves an honorable
       | mention.
        
         | wurzeltrick wrote:
         | Beyond all reason is not open source though, since a lot of its
         | artwork is licensed CC-by-NC-ND. https://github.com/beyond-all-
         | reason/Beyond-All-Reason/blob/...
         | 
         | Another Total Anhilation clone is ZeroK which is unfortunately
         | also not completely open source because of its artwork license
         | (Wikipedia mentions CC by NC ND but I could only fjnd this
         | summary https://github.com/ZeroK-RTS/Zero-K-Artwork/issues/16).
         | 
         | Unfortunately it is near impossible to setup a local LAN game
         | with ZeroK, since there are no current instructions to setup
         | the required spring-engine lobby server.
         | 
         | Edited, because I recognized to late, that Wikipedia mentions
         | that zeroK-Artwork might also be under CC-by-NC-ND.
         | 
         | Edited again to clarify, that its not open source because of
         | the artwork.
        
           | concordDance wrote:
           | Difficult without Steam? A friend of mine plays Zero-K on
           | Linux without Steam.
           | 
           | Maybe drop by the Discord to see if anyone can help you debug
           | the issues you've run into.
           | 
           | Also, just because it might be hard to use on non-closed
           | systems doesn't make something not open source.
        
           | grozzle wrote:
           | Hmm. I read the licence.md. Does this mean if I fork the game
           | to try my own patches, I'm forbidden from using the game's
           | artwork in my forked version?
           | 
           | If so, that is a serious impediment, tbf.
        
             | wurzeltrick wrote:
             | It just concerns some of the artwork, which is a major
             | endeavour to recreate. For example
             | https://github.com/ZeroK-RTS/Zero-K-
             | Artwork/blob/master/musi... is under a Noncommercial
             | License, so you can probably fork ZeroK just fine, as long
             | as you don't have commercial plans.
             | 
             | Unfortunately non-open source artwork is a problem with
             | many games whose sources were released by the original
             | publishers, after they abandoned any commercial plans.
             | 
             | For example I'm a big fan of OpenRA, but its artwork is
             | still non-free.
             | 
             | I think ZeroK is a great game, and BAR probably also, so I
             | didn't mean to distract from the great accomplishments of
             | its FLOSS gameengine authors.
        
         | yread wrote:
         | looks like a Spring TA successor, nice!
        
         | rand846633 wrote:
         | Looks compelling! Could you offer a 3 sentence summary of what
         | I would lean, were I to sped 10 minutes understand what exactly
         | this game is? Also is it fully playable already?
        
           | concordDance wrote:
           | It's a sci-fi RTS game. Focused on multiplayer (co-op, 1v1
           | and teams). It has cool explosions and giant robot armies.
           | 
           | Yes, it's fully playable (and indeed being played by
           | thousands of people) right now.
        
         | egeozcan wrote:
         | How is it possible that as an RTS fan, I've never heard about
         | this? They even had a pro tournament:
         | https://youtu.be/_dq9Xwfh4h4
         | 
         | Some aspects vaguely look like C&C Generals, and some like
         | Starcraft, if I'm understanding stuff from the video correctly.
         | Thanks for sharing!
        
           | Kiro wrote:
           | As an RTS fan, I'm surprised you compare it to Generals and
           | Starcraft instead of the obvious inspiration: SupCom. BAR is
           | basically Total Annihilation and Supreme Commander
           | reincarnated. I think even the devs call it a clone or
           | derivative.
        
             | egeozcan wrote:
             | I had skimmed the video from my phone, and I still didn't
             | have the chance to look at it in detail, so apologies if I
             | misled anyone! I still long for a successor to RA2 and C&C
             | Generals, that is also probably skewing my perception
             | heavily :)
        
       | kasztelan_ wrote:
       | As someone unfamiliar with that project I looked up About Us on
       | the main site. There wasn't a section that would just explain
       | what the project was about.
       | 
       | I know this is more 'if you know you know' kind of hobby but it
       | would still be nice to get a quick overview :)
        
         | MagicMoonlight wrote:
         | https://play0ad.com/game-info/project-overview/
        
       | hu3 wrote:
       | Are there opensource RTS games made with JS that run in the
       | browser?
       | 
       | Not having to install would be awesome. And JS would make it
       | accessible to most devs.
        
         | stodor89 wrote:
         | You can play Tzar in the browser: https://tza.red
         | 
         | Not open source tho.
        
         | npteljes wrote:
         | There are a few on itch.io: https://itch.io/games/platform-
         | web/tag-open-source/tag-real-...
         | 
         | Open source games are not really constrained by devs, I think.
         | I'd say that dev work is the one that's best covered in the
         | open source game development. Project management, marketing,
         | asset production, user experience, quality assurance, product
         | management seem to be much more underserved.
        
         | hohg wrote:
         | https://littlewargame.com/
        
         | anonzzzies wrote:
         | > And JS would make it accessible to most devs.
         | 
         | Don't think it would be more than it is now; game dev is not
         | the same as web dev and the sourcecode of this game is very
         | readable and easy to work with. The language is not going to be
         | the issue for getting collaborators.
        
       | psychphysic wrote:
       | I played 0ad nearly every day about 5 or so years ago. What a
       | blast from the past.
        
       | pelasaco wrote:
       | Best game. My kids play it every weekend - when they are allowed
       | to consume medias other than books. They love to play historical
       | battles, go through the history of the civilizations. I still
       | beat them, but it's such fun to have some "LAN-parties" with
       | them.. said that, we noticed that quite often, the network game
       | gets aborted. Is that something that just happen to me (Linux,
       | Mac, Windows, doesnt matter) or the network part of the code is
       | not so robust as the rest?
        
       | mike_hock wrote:
       | [flagged]
        
         | bee_rider wrote:
         | Ehh... it is an open source game, not a kernel, a playable
         | alpha is fine as long as it is fun.
        
         | yjftsjthsd-h wrote:
         | 0ad is completely playable right now.
         | 
         | (Although, if HURD had drivers _it_ would be usable right now,
         | too.)
        
       | peter_retief wrote:
       | Really enjoy OAD, good to know it is being developed.
        
       | badnogooderevil wrote:
       | I've read about this.
        
       | Phlogi wrote:
       | It's alpha for so long, how stable is it to play ? Why are they
       | not focusing on a 1.0 release and seize adding features, new
       | civs, and therefore complexity?
        
         | bandrami wrote:
         | Remember that the "unstable" aspect of alpha isn't that "it's
         | going to crash randomly" but that "you can't rely on a given
         | feature being there in the future".
        
         | CameronNemo wrote:
         | I can only comment on Linux and to a much lesser extent macOS,
         | but IME it is quite stable.
         | 
         | I think never going 1.0 is an open source game dev meme or
         | something. Xonotic is still pre-1.0 even after over a decade in
         | development. Stable as heck.
        
           | imiric wrote:
           | Not just in game dev: https://0ver.org/
        
         | yjftsjthsd-h wrote:
         | > It's alpha for so long, how stable is it to play ?
         | 
         | It is 100% playable and has been for years. As sibling comments
         | note, I think the only reason they label it as anything but
         | stable is because there are still significant changes between
         | releases. Although I personally think they could fix even that
         | by just chopping the first parts of the version number off - if
         | they stopped calling it "alpha" and just called it 0ad version
         | 26, and then released version 27, everyone would still have the
         | right expectations.
        
           | baobabKoodaa wrote:
           | I tried to play it at a LAN party. It started off great, but
           | as the number of units increased, the connection slowly
           | deteriorated until eventually it was literally unplayable.
           | You say that it is "100% playable and has been for years"?
        
             | pbhjpbhj wrote:
             | Some details would be good: what machine was the host, what
             | network, how many clients, which 0ad version? Just curious.
        
               | baobabKoodaa wrote:
               | This was a few years ago, so I don't remember all the
               | details. I remember that we had 4 players in the LAN.
        
             | yjftsjthsd-h wrote:
             | Honestly I've only ever played it single player or with 2
             | players. So yes, it's 100% playable under all conditions
             | that I've been able to test. There are plenty of games with
             | unacceptable performance on my machines; do I get to call
             | all of them alpha-quality?
        
               | baobabKoodaa wrote:
               | My objection was not related to 0AD versioning their
               | releases as "alpha". That's absolutely fine by me! My
               | objection was related to _you_ describing 0AD with words
               | "It is 100% playable and has been for years". Clearly it
               | has _not_ been 100% playable for years!
        
         | Tuna-Fish wrote:
         | Because it's an OSS project ran by volunteers, each of whom
         | work on the features they are interested in.
        
           | suddenclarity wrote:
           | Even in OSS it's wise to have some people steer the
           | direction. I tried the game about eight years ago but it
           | didn't run well on my laptop. I've tried to keep up somewhat
           | but lost interest when it felt like they just added new
           | features instead of polishing and improving core
           | functionality.
           | 
           | I had a similar feeling with Black Mesa. At a certain point,
           | it feels like they've worked so long on the project that they
           | lost the original selling point. At what stage does it make
           | more sense to just remake the game in the latest UE than
           | offering a 20 year old game that still isn't close to being
           | released.
           | 
           | I don't want to talk down on the project but it's a question
           | I think about every time I see these types of products.
        
             | saiya-jin wrote:
             | Not sure what exactly you meant, but Black mesa was mighty
             | playable and 100% stable when it was released as full.
             | Maybe stay away from half-working early builds of these
             | kind of games, IMHO its not worth the frustration just
             | because of some nostalgia.
             | 
             | Now if somebody would port first Deux ex into Unreal 5.2
             | engine that would get me interested (but still, keep your
             | emotions in check and play when its ready, otherwise just a
             | recipe for regrets)
        
             | wsgeorge wrote:
             | Fair point. On my part, I like to think of them as "ever-
             | green" projects. So they're never "done", they just keep
             | evolving at whatever rate the community can manage, and
             | people check out and check in once in a while to see where
             | it's at.
             | 
             | > I tried the game about eight years ago but it didn't run
             | well on my laptop
             | 
             | Care to try it now? I've been playing Alpha 26 for a few
             | weeks, and I _actually_ love it.
        
         | wsgeorge wrote:
         | It works very well. I used to run the Alpha 23 on my old
         | Windows 10 device, but I got Alpha 26 a few weeks ago for my
         | Intel Mac.
         | 
         | No noticeable bugs affecting my single player gameplay, except
         | a few quirks with ship movements (they tend to overlap, which
         | makes it look unnatural)
         | 
         | I have also noticed that clusters of units tend to look smaller
         | than their actual number, so it might be a similar issue as
         | I've noticed above. From someone who still enjoys the AoE 1 Ex,
         | 0 AD is a really amazing game.
        
           | Phlogi wrote:
           | Thanks, how is the learning curve in comparison to AoE2 DE?
        
             | wsgeorge wrote:
             | I figured out the basics before bothering to read the docs,
             | so anyone who played classic RTSs will get off to a good
             | start.
             | 
             | Some specifics about this game that make it unique:
             | 
             | 1. You cannot build anything any where. There's the concept
             | of a "region of control" that surrounds your Civic Center
             | (Town Center equivalent) that marks the borders of your
             | settlement. Building right on the borders expands it.
             | Exceptions to this rule are made for docks, outposts Roman
             | army camps (if you play as a Roman)
             | 
             | 2. Besides mounted and siege units, your soldiers are also
             | your builders/resource gatherers. Citizen soldiers. Non-
             | combatant builders/gatherers are female citizens. As
             | soldiers gather experience from fighting, they become more
             | capable soldiers and less capable citizens.
             | 
             | 3. The default UI uses traditional, civ-specific names for
             | units and buildings (with English equivalents as
             | secondary), which can be jarring at first. I swap them to
             | make deciding on what to build easier.
        
               | heavyset_go wrote:
               | > _2. Besides mounted and siege units, your soldiers are
               | also your builders /resource gatherers. Citizen soldiers.
               | Non-combatant builders/gatherers are female citizens. As
               | soldiers gather experience from fighting, they become
               | more capable soldiers and less capable citizens._
               | 
               | You can also train mercenaries who can only fight and not
               | work.
        
       | lagniappe wrote:
       | Age of Empires ignited my passion for these games, but 0AD
       | captured it just by sheer ubiquity and accessibility. That says
       | something, to me.
        
       | mproud wrote:
       | OK, that has fellow open-source project _The Battle for Wesnoth_
       | beat by 4 years.
        
       | heavyset_go wrote:
       | I actually prefer 0 A.D. to any AOE game, now.
        
         | taopai wrote:
         | Me too. When I found it during the pandemic, it was like "Wow
         | this game has everything I dreamt about when I was a little kid
         | playing AOE". Capturing buildings and other awesome features!
        
         | pelasaco wrote:
         | for sure. AOE2 is ok, but the game controls are much better on
         | 0 A.D.. i think 0.A.D is more dynamic and the civilizations
         | much more interesting.. there is a middle ages mod to 0.A.D
         | which is pretty cool too.
        
       | m00x wrote:
       | [flagged]
        
       | doctorpangloss wrote:
       | How did this find players? People want "more Age of Empires II"
       | (and to some extent more Age of Mythology). In the most literal
       | sense of those words. 0AD got there earlier.
       | 
       | Other previous discussions
       | (https://news.ycombinator.com/item?id=10684532) were about
       | pathfinding in this game. The pathfinding in AoEII is something.
       | It's neither naturalistic, immersive, nor intellectually
       | stimulating, which would be goals of mine and probably the
       | average game designer in 2023. I'm not going to say how I really
       | feel because I don't want to be downvoted over something stupid.
       | The important thing is people love this pathfinding. It's worthy
       | of copying.
       | 
       | 0AD: People love more of the same. Another free & open source
       | example is Pokemon Showdown. People want original untainted
       | Pokemon so badly that Pokemon Showdown still has concurrents in
       | the tens of thousands. Who wants to play competitive Wikipedia?
       | Nearly a million people a day do.
       | 
       | Commercially: There was an audience for "more Breath of the Wild"
       | before TOTK: Genshin Impact. League of Legends is more than a
       | decade old now. Counter-Strike is almost as old as 0AD. Old
       | reigns supreme.
        
         | feldrim wrote:
         | The pathfinding discuss was good. I remember that around
         | 2008-2010, I read the Killzone AI related papers and
         | presentations. Basically, all the planning, tactics were based
         | on pathfinding algorithms. Because, if you find the shortest
         | path by scoring the nodes, if you add multiple layers - like
         | line of sight as a triangle- you can also update the scores,
         | which eventually help the character move most optimal path:
         | short but safe path.
         | 
         | The idea made it possible to convert the graph into either way
         | finding meshes or influence maps, a great abstraction layer to
         | build complex scenarios on top.
         | 
         | What makes me sad here is that, even though the paper written
         | for 0 A.D. is newer than the paper I had read around 15 years
         | ago, it is primitive. It is also a good thing as it is a low
         | hanging fruit here for game devs. But I am not sure if there is
         | enough interest for game devs here.
        
           | seventhtiger wrote:
           | In game design terms it's interesting how old games
           | pathfinding is so much better than modern games.
           | 
           | If pathfinding is too efficient, and the same for all units,
           | then the micro aspect of the game is killed. Micro is the
           | "real time" part of real time strategy.
           | 
           | If you play something like Starcraft 1, Warcraft 2, or AoE 2
           | you'll see the pathfinding has immense peculiarities that as
           | you get better at the game you learn to manage. Units get
           | stuck on each other and so on.
           | 
           | Starcraft 2 has a very good pathfinding algorithm but it
           | still intentionally adds a lot of variety to how units move
           | to recreate that cumbersome peculiar pathfinding that rewards
           | micro. Yet if you look at Starcraft 1 you see the units still
           | move in much more unique ways.
           | 
           | I think it's too easy to fall into a technical rabbit hole
           | and try to do the best pathfinding when it actively harms the
           | game.
        
             | grozzle wrote:
             | Interesting. Could you give a bit more of a concrete,
             | specific example of "good pathfinding hurting the
             | experience"? It's an odd sounding idea, to me.
             | 
             | Also, you seem to be deep in this world, I'll also ask you
             | - are there RTS games out there where the specific terrain
             | is crucially important for various unit types - like we've
             | seen in the real world recently, with weather updates
             | waiting for deep mud to dry out being the main factor in
             | when tanks and other sorts of vehicles can be useful? My
             | experience of RTS games is limited, but I remember maps
             | being very flat overall, with very few types of steepness
             | modelled.
        
               | TulliusCicero wrote:
               | It's a well known phenomenon in StarCraft 2 that the
               | super efficient pathfinding increased lethality and
               | reduced defender's advantage compared to the first game.
               | And the game is overall considered to be VERY high
               | lethality with a very weak defender's advantage.
               | 
               | Small fights don't make the difference as noticeable, but
               | larger armies are so much more efficient in SC2 compared
               | to SC1, that it's harder to hold off a larger force with
               | a smaller but better-controlled force. The bigger
               | "deathball" tends to just win, it's harder for someone to
               | come back from an army disadvantage with skillful play.
               | 
               | Another small example there is that "ling runbys" in SC2
               | are vastly more punishing for even small mistakes in
               | leaving a gap open in a building wall, because a huge
               | number of lings can run through a small gap extremely
               | quickly.
               | 
               | If pathing efficiency is the goal, why not make every
               | unit in an RTS extremely tiny? That would make it more
               | efficient for sure. Or, hell, just turn off unit
               | collision entirely. Or make units all move ultra fast, or
               | get rid of all map choke points? All of these things
               | would improve how efficient pathing is.
               | 
               | Pathing efficiency isn't the goal itself, it's part of
               | the game designer's toolbox. Plenty of things are
               | intentionally pathing-inefficient -- like big, slow units
               | -- as part of the game's design and balance.
               | 
               | The lead designer of Stormgate, which is the closest
               | thing we're gonna have to StarCraft 3 probably, has
               | talked about SC2's pathing efficiency problem himself.
               | Granted, it doesn't sound like he wants StarCraft 1-style
               | pathing, he just wants to compensate for the efficiency
               | in other ways, like maybe making unit hitboxes bigger.
        
               | feldrim wrote:
               | Great insights. The gaming experience and pathfinding
               | relationship can also be expanded to game AI in general.
               | I found Lars Liden's slides specifically mentioning
               | "intelligence! = fun". So, for a better gaming
               | experience, it is better to dumb down the AI.
               | 
               | https://www.slideshare.net/_Lars_/ai-talk
        
         | otikik wrote:
         | I recently started playing StarCraft 2. Amazing game, can't
         | believe it is free.
        
         | CoastalCoder wrote:
         | Tangent about bad pathfinding:
         | 
         | Another game with really frustrating is (still pre-release) Age
         | of Darkness.
         | 
         | Units typically get slaughtered if they traverse uncleared
         | regions of the map. But you can't tell them not to, and you
         | can't even see ahead of time what pathfinding will choose for
         | them.
         | 
         | It's amazing how much cognitive load is added by having to
         | prevent units from doing super-stupid stuff.
        
           | sesm wrote:
           | But if pathfinding is too smart, then it becomes hard to
           | micro-control the units, see StarCraft 2 vs StarCraft Brood
           | War.
        
             | bee_rider wrote:
             | N.B: Age of Darkness is an inherently player-vs-environment
             | game (Survival RTS... it is sorta like They are Billions if
             | you've played that). So, I think super high action-per-
             | minute PVP style gameplay is not really the goal.
        
             | doctorpangloss wrote:
             | StarCraft is a great example because we can talk about it
             | now without the threat of ultras. Like its audience has
             | gone away, people only feel nostalgia for it but they don't
             | really play it anymore. It's easier to talk about the
             | objectively bad and clunky things about it.
             | 
             | I personally don't think micro, as it exists in StarCraft,
             | is interesting or even worthy. It only made that game
             | harder in ways that were not fun. Which is too bad, because
             | it was a phenomenally engineered RTS engine (starting with
             | WC3) that brought us many other game formats in its custom
             | scenarios.
             | 
             | Compare to Supreme Commander, which had very sophisticated
             | pathfinding and in my memory more interesting micro.
             | Compare to all MOBA formats, where if you're going to have
             | WC3/SC style micro, you might as well focus on micro of one
             | unit. There were many ideas that came after StarCraft that
             | are in an important way, objectively better.
             | 
             | It has a lot of other clunk. The way you have to manage
             | resource gathering. The unit building queues and how
             | spending occurs. The spellcasting. The selections. It has
             | so much legacy.
             | 
             | StarCraft 2 had to cater to a very specific eSports skill
             | base that probably led to it going into the same level of
             | obscurity as EverQuest: Gen X people still have strong
             | nostalgic feelings for it, but they don't play EVE Online,
             | they're not 20 anymore with oodles of time and no
             | responsibilities, they don't want hard permadeath single
             | instance experiences. They want something much gentler but
             | they still feel very positively about like, this one clunky
             | thing they may have mastered a long time ago when their
             | brain power was so much more plastic.
             | 
             | Is the AoEII engine similarly as worthy as SC2, like from a
             | technical engineering point of view? In my opinion, no. So
             | besides the existence of an ultra audience, I don't think
             | there's a good reason to celebrate the crappy pathfinding
             | anymore.
        
               | omginternets wrote:
               | What's an "ultra"?
        
               | tsimionescu wrote:
               | Mostly a nitpick, but StarCraft has little to do with the
               | WC3 3D engine, and is a full 4 years older than WC3.
               | Perhaps you meant WC2?
               | 
               | Also, the SC2 and even SC communities dwarf Supreme
               | Commander, EverQuest, or EVE Online. There are still
               | worldwide SC2 tournaments, sometimes televized, with
               | price pools in the millions (well, until this year, when
               | Blizzard dumped the prizes significantly). SC is still
               | quite popular at least in South Korea.
        
               | doix wrote:
               | I find it really hard to believe that AoE2 "ultras"
               | exist. It's a pretty small community with mainly older
               | players, just like StarCraft. Many people still play
               | SC:BW and SC2, there are still tournaments and hardcore
               | fans that cheer for their favourite players.
               | 
               | > I personally don't think micro, as it exists in
               | StarCraft, is interesting or even worthy. It only made
               | that game harder in ways that were not fun.
               | 
               | That's you're opinion. I think the exact opposite. If
               | those games didn't have the micro opportunities they did,
               | they would have died long ago and would have been
               | forgotten in history like most other RTS games out there.
               | 
               | I find RTS games without micro extremely boring. I Micro
               | makes it exciting because it's not immediately obvious
               | who will a win a fight. You can choose to gamble and be
               | slightly greedier in your economy and rely on winning a
               | fight that you should lose. It also forces you to
               | constantly choose between where your focus should be. Do
               | you focus on the fight or your economy? And when there
               | are multiple fronts to a fight it gets even crazier. I
               | think those things are core to the RTS gerne.
               | 
               | > Is the AoEII engine similarly as worthy as SC2, like
               | from a technical engineering point of view?
               | 
               | I mean you are comparing games from different eras. But I
               | think AoE2 is extremely worthy from a technical
               | engineering point of view. You have so many ranged units
               | shooting many projectiles, each with it's own collision
               | detection back in '99. It's nothing short of a work of
               | art.
        
               | qu4z-2 wrote:
               | StarCraft is a lot more fun to watch than SupCom though.
        
               | dumpsterlid wrote:
               | I couldn't disagree more, Forged Alliance Forever or
               | Beyond All Reason are infinitely more interesting to
               | watch if you don't care about obnoxious micro skills.
        
           | billfruit wrote:
           | Some games have issue in moving groups of units, with some
           | units moving slowly while others move faster, end up reaching
           | the destination at different times, and get easily taken out
           | by enemy units one by one, unless the player painstakingly
           | babysits the entire movement to ensure same time of arrival.
        
           | bee_rider wrote:
           | This sort of RTS sub-genre (of which They Are Billions is the
           | only other example I can think of) probably needs different
           | unit AI than a typical RTS.
           | 
           | In case anyone is not familiar with these games, you are
           | building a base, the map begins unexplored and is populated
           | by monsters which will attack you in waves, so it is a sort
           | of inherently player-vs-environment, very asymmetrical game.
           | 
           | Because the enemies are basically expendable and your units
           | aren't, your units should... try not to sacrifice themselves
           | so much. They should avoid the fog-of-war areas unless
           | explicitly instructed to go there. Melee units should flee
           | when injured. Ranged units should stay out of melee range.
           | Total War unit AI (where ranged units typically skirmish by
           | default) might be a better starting point than Age of Empires
           | style unit AI.
           | 
           | Although, it is a niche within a niche, so I guess I'll take
           | what I can get, haha.
        
             | 3np wrote:
             | Sounds a lot like Factorio. Quite different and you
             | generally don't do things involving pathfinding in the
             | first place; so not sure if it scratches your itch.
        
               | bee_rider wrote:
               | I did enjoy Factorio (and also Mindustry) a bit. For
               | Factorio a lot of the fun seems to be in really
               | optimizing the heck out of your factory, which I didn't
               | really enjoy as much, so it was only good for like one or
               | two playthroughs for me. One or two fun playthroughs
               | though, no complaints.
               | 
               | It is sort of funny, I do enjoy optimizing, but in a game
               | I prefer setups where you have to kinda intuitively
               | optimize by your gut rather than really tweak things. The
               | 50-80% efficiency range, rather than hitting those 80-99%
               | targets, so to speak.
        
               | ilyt wrote:
               | You don't need to get in 80%+ optimization in the
               | slightest in factorio. The jankiest factory in the normal
               | difficulty settings in the end will get there just fine.
               | 
               | But in vanilla yeah, if you don't enjoy optimization for
               | sake of optimization and building bigger there is not
               | that much more to do once you played it once or twice.
               | 
               | There are few more directed mod/modpack experiences to
               | play, but they generally also add complexity to the build
               | and not everyone enjoy figuring out complex builds for
               | that.
        
               | Cogito wrote:
               | There are a few playstyles, both modded and unmodded,
               | that will allow for more of the "we're under attack!"
               | panic and less optimisation of your factory.
               | 
               | Ramping up the number of biters in an unmodded world
               | (deathworld) can be really fun.
               | 
               | Modpacks like Warptorio 2 add a very different dynamic
               | but has that same frantic feel.
        
               | bee_rider wrote:
               | I'll have to check that out, the adding to the time
               | pressure would, I think, probably be a big improvement.
        
           | doctorpangloss wrote:
           | This stuff has been solved by middlewares like Unity for
           | ages.
           | 
           | > bad
           | 
           | What I really wanna get into: the cognitive dissonance of
           | being a programmer and an AoEII ultra at the same time.
           | 
           | Game mechanics do have a certain objective truth to them.
           | They are also pieces of software, they follow a lot of the
           | same rules as Gmail and Instagram and whatever. As a matter
           | of objective reality: when your game does not aspire to
           | specifically be clunky - this distinction is sometimes called
           | "QWOP" - it seems valid to say, okay, this pathfinding is the
           | word you used. I have the wisdom to not use that word you
           | used in this forum to describe something people feel ultra
           | about. But it is true.
           | 
           | People feel so strongly about bugs and clunk in their social
           | media YouTube drip. The same ADHD personalities love clicking
           | around villagers! I mean what a "something" piece of
           | gameplay.
           | 
           | I wonder how to harness the resources poured into something
           | like 0AD to make "Better AoEII" or "Better AoM." I'm not sure
           | how often that question is asked and how it is answered.
           | That's why this cognitive dissonance matters.
        
             | lukevp wrote:
             | Your phrasing and word choice is very peculiar. It's a bit
             | difficult to follow what you're saying to me. For example,
             | you say you're an AoEII ultra. Is this an ultra fan? Or
             | ultra what?
             | 
             | > People feel so strongly about bugs and clunk in their
             | social media YouTube drip. The same ADHD personalities love
             | clicking around villagers! I mean what a "something" piece
             | of gameplay.
             | 
             | If I had to rephrase this section based on my
             | understanding, I would interpret it to say something like:
             | Often, people are bothered by bugs and other issues that
             | happen in commonly-used apps like Facebook or YouTube, but
             | when these bugs manifest in video games, it's viewed as
             | part of the character of the game. For example, the
             | micromanagement of villagers that's required due to bad
             | pathfinding in AoE II (to prevent them from running under
             | turrets and such).
             | 
             | Is that correct? Any ideas why your phrasing would seem so
             | foreign to me? I'm very curious why.
        
               | doctorpangloss wrote:
               | > Is this an ultra fan?
               | 
               | Yes
               | 
               | > you say you're an AoEII ultra
               | 
               | No. I can't say how I really feel about the game.
               | 
               | > it's viewed as part of the character of the game
               | 
               | Yes.
               | 
               | > I'm very curious why.
               | 
               | People feel very, very strongly about their nostalgic
               | retro childhood fun cozy times like playing AoEII.
               | They're ultras, right? It's like talking about football.
               | It can be perilous.
        
               | jaredhallen wrote:
               | I see where you're coming from, but (in my opinion)
               | you're over indexing on the issue. If someone gets bent
               | because you said some video game has bad pathfinding, so
               | what? Seems like their problem. It isn't a mean spirited
               | or unreasonable thing to say.
        
         | nephanth wrote:
         | 0ad is always the first listed package of linux distro repos
         | (in alphabetical order). That might have helped with
         | discoverability
        
           | Ruq wrote:
           | You are 100% correct. I remember over the years always seeing
           | it when viewing alphabetical listings of packages in various
           | distros.
        
           | scrapcode wrote:
           | Ye ole Yellowpages marketing trick!
        
             | mattigames wrote:
             | The modern version of that trick is adding "near me" to the
             | name of your business, there was a viral pic of a
             | restaurant called "Thai food near me".
        
           | doesthiswork23 wrote:
           | Also as a fan of the genre when I was younger, I recall just
           | trying to find other RTS games that I could play, including
           | free ones. This game came up pretty often.
        
         | uoaei wrote:
         | > Who wants to play competitive Wikipedia? Nearly a million
         | people a day do.
         | 
         | I wonder how many of these are bots developed by three-letter
         | agencies trying to build their own AI.
        
         | n3storm wrote:
         | About players, some parents are Linux users and we loved help
         | our children develop computer skills and also play games with
         | them in their Linux computers. In my case Gcompris for learning
         | and pre-10 years old and TuxCart, TotalAnhiliation and 0ad when
         | older. In 0ad case, is both gaming and learning, about
         | civilizations and history. We played together first and
         | networking later, which helped learn some networking skills
         | like looking his computer IP.
        
         | silisili wrote:
         | I found it years back looking for games in the repo. The only
         | two were tux racer, and 0ad. Been playing it off and on ever
         | since(not so much tux racer).
        
         | toyg wrote:
         | _> Old reigns supreme_
         | 
         | Advancement in computing capabilities over the last 15 years
         | seem to have gone almost exclusively to graphics and duration.
         | We get bigger and bigger games with better and better visuals,
         | but fundamentally the same few gameplay modes.
         | 
         | Maybe it's just perspective, compressing the "glorious past" of
         | 80s/90s games (breaking all sorts of barriers and inventing new
         | ways of gaming with every other title) over a shorter timeframe
         | in my memory, while the last decades feel long and bare. I
         | probably sound like a boomer talking about rock'n'roll.
        
         | smcleod wrote:
         | I remember discovering 0AD from it being installable from
         | package managers in various distros maybe 12-13 years ago.
        
         | COAGULOPATH wrote:
         | AoEII has fantastic pathfinding. That and the formation system
         | was the game's secret sauce.
         | 
         | In early RTS games like Warcraft, half the game was
         | micromanaging your units from place to place. You'd send your
         | army to a location, and if there was an obstacle in the way
         | (such as a forest), they'd awkwardly path around the edges of
         | it, one tile at a time (causing massive congestion, because the
         | units at the front would obstruct the ones behind). They'd
         | arrive at their destination one by one, and if the enemy was
         | waiting, they'd get slaughtered.
         | 
         | In Age of Empires II, your army would arrive in a solid mass.
         | It was a relief: you could actually play the game, instead of
         | babysitting a bunch of units.
        
           | adastra22 wrote:
           | Habadakus.
        
             | stodor89 wrote:
             | prostagma
        
               | imiric wrote:
               | Vulome. Etimos. Pani.
               | 
               | Wololooo
               | 
               | <3
        
           | calvinmorrison wrote:
           | Much improved. AoM has some buggy pathfinder edge cases still
           | but its enough that its an annoyance not a mainstay.
        
           | rollcat wrote:
           | > In early RTS games like Warcraft, half the game was
           | micromanaging your units from place to place.
           | 
           | This is probably the most annoying aspect of StarCraft 1 /
           | BroodWar (1998), considering the game still has a very strong
           | player base and is very enjoyable to watch (even if the
           | clunky mechanics are too much to bear for me to play it).
           | 
           | > You'd send your army to a location, and if there was an
           | obstacle in the way (such as a forest), they'd awkwardly path
           | around the edges of it, one tile at a time (causing massive
           | congestion, because the units at the front would obstruct the
           | ones behind). They'd arrive at their destination one by one,
           | and if the enemy was waiting, they'd get slaughtered.
           | 
           | In SC1, they wouldn't even arrive on location half the time,
           | because the pathfinding is so stupid they'd get stuck trying
           | to walk up a wall. It's so infamously bad it's still being
           | mocked: https://youtu.be/mCEZ2hIcUW0?t=134 - still, a great
           | game!
           | 
           | In SC2 (2010), the pathfinding has been massively improved.
           | You can give orders to hundreds of units and they will all
           | figure out how to navigate complex terrain. They will still
           | clump up at chokepoints or occasionally get a bit stupid when
           | trying to path around other units that are engaged in a fight
           | but this is more easily fixable with even a tiny bit of
           | micro.
           | 
           | However SC2 makes no attempt to make units maintain
           | formation. So if you're moving your army across the map,
           | still best to keep an eye on it, and group up / pre-split /
           | set up before attacking. It's a bit less of an APM game, and
           | more of an SPM (screens per minute) game.
        
             | bee_rider wrote:
             | It is amazing how well Age of Empires 2 aged. My regular
             | gaming crew likes RTS sometimes, usually AoE2. So, we
             | decided to try out some Brood War, since it was the
             | decidedly superior RTS 20 years ago. Could barely finish
             | the game! All the comforts they've added to AoE2 over time
             | (bigger viewport and better graphics mostly) and the
             | grouping/pathfinding made us spoiled.
             | 
             | I played a ton of StarCraft growing up and it definitely
             | has a high rank in the pantheon of games, but I've been
             | converted to AoE2 I guess. Wololo.
        
         | [deleted]
        
         | npunt wrote:
         | Back in the day when I was working on another RTS of the era
         | (Dark Reign 2), pathfinding was the bane of our existence. We
         | weren't able to dial the pathfinding in because we'd pivoted
         | late in the development cycle from the more innovative but
         | complex 'walk anywhere on a 3d terrain' design to the ship-it-
         | quickly traditional grid unit placement of 2d RTS'. This was
         | the era of 2d RTS' transitioning to 3d, so everything was new
         | and a bit harder than anticipated.
         | 
         | Just that one thing of having sub-par pathfinding made the game
         | far worse, I'd guess at least a full point off a 10-point game
         | rating. I believe we had to slow the whole pace of the game
         | down because the player had to babysit units as they moved,
         | which made the game far different from its extremely fast-paced
         | predecessor and which the players expected from a sequel. I
         | played DR2 again recently and it doesn't hold up almost solely
         | due to pathfinding and the pacing that results.
        
           | en3r0 wrote:
           | Remember playing that demo over and over as a kid! Really
           | cool that you worked on it.
        
           | KptMarchewa wrote:
           | On the other hand, specific, suboptimal pathfinding is like
           | 80% of a Brood War charm. The game without die decades ago if
           | dragoons and zerglings would blob optimally.
        
             | nerdponx wrote:
             | Arguably, low tech pathfinding is what gave us the tower
             | defense genre.
        
           | Aeolun wrote:
           | For what it's worth, reading about one of the first true 3D
           | RTS games (after Ground Control) at the time was really cool.
           | Even if I never actually played the game.
        
             | formerly_proven wrote:
             | > Ground Control
             | 
             | A surprisingly unknown title. Always wished it had a third
             | campaign with base building or a level editor though.
        
             | OOPMan wrote:
             | Ground Control and it's sequel were great. Battlezone 2042
             | was also pretty good
        
           | NSMutableSet wrote:
           | Dark Reign 1 was the first online game that I ever played,
           | back in 1997. I still have the manual somewhere...
        
             | trog wrote:
             | I worked on that game! Started at Auran about three months
             | before it shipped. Fun times.
        
               | eiginn wrote:
               | Loved Dark Reign, I have the discs still, somewhere.
        
               | gregoryl wrote:
               | Fantastic game!
        
               | Fuzzwah wrote:
               | I'm confident that I'm not the only old crusty Australian
               | Quake player who got a smile from seeing trog comment on
               | hn. Hope you're well bud.
        
         | arendtio wrote:
         | I think the path finding was one of the crucial elements that
         | lead to porting AoE1 to the AoE2 engine (which was released
         | just this month DLC Return of Rome). So there are some cases
         | when it produces weird behavior, but in general I like it.
         | 
         | Nevertheless, I admire 0AD especially for the consistent
         | progress and commitment to the game. It has been a while since
         | I played it the last time. Might be a good occasion to start it
         | again!
        
         | OOPMan wrote:
         | Pretty sure Genshin Impact was in development as early as 2016,
         | before Breath of the Wild was released, although after it was
         | announced.
         | 
         | Contrary to popular belief, Nintendo are not the only people
         | that make open world games...
        
         | somethoughts wrote:
         | I'd say a key element for me was that it is multi-OS (even
         | installs on Google supported ChromeOS Linux Developer Mode),
         | does not require any store account, does not require crazy
         | powerful external GPUs and still supports LAN only mode.
         | 
         | This meant I could setup a LAN party by dusting off a
         | collection of semi-retired Windows, MacOS and Chrome machines.
        
           | bombcar wrote:
           | I'd love to configure a PXE boot server so you could have a
           | LAN party in a box.
        
         | tm-guimaraes wrote:
         | People play showdown because of easy UX for netplay on both
         | official, fan formats or old formats. It's not about "untainted
         | pokemon", and more about "build a team without grinding and
         | have an online matchmaking with different formats". So, that
         | one in particular is a bad example.
        
           | doctorpangloss wrote:
           | > It's not about "untainted pokemon"
           | 
           | It's not about original ideas in Pokemon either.
        
             | tm-guimaraes wrote:
             | How not so? I don't get what you mean. Supports every new
             | thing and has new formats. Only one gimmick was disabled in
             | the devs/smogon formats on the previous gen as it did work
             | very well for those (but was great in the official ones) So
             | I would really like to know what you mean by it not about
             | the new.
        
               | tsimionescu wrote:
               | I think they're trying to say that it's not trying to
               | progress Pokemon, to make something new or better out of
               | it.
               | 
               | I don't have any opinions on this (I'm not really into
               | Pokemon).
        
       | ransom1538 wrote:
       | This game is awesome.
       | 
       | This is the only game me and my son(7) play together. It amazing
       | for little kids. They learn history, building resources, building
       | alliances, and destroying the dad empire.
       | 
       | I wish it was possible to play online multiplayer :(.
       | Unfortunately, the people that play online are pretty elitist.
       | Just reject your offers to play, setup the game for you to lose
       | on join, etc etc. The multiplayer "collect resources" is not very
       | fun - it would be awesome to start with 50k each and just create
       | an awesome battle. I don't want to spend 2 hours collecting fake
       | trees - only to have the opponent destroy me in 2 seconds. You
       | can't do any strategy since you will never get to the stages
       | where that matters.
        
         | chickenimprint wrote:
         | The strategy is to start out with a couple of horse
         | javelineers, send them to hunt game until you have at least 5
         | and then get raid other players' women. Remember to always
         | queue women in groups of 2-4 and get the first berry upgrade
         | asap. Play against people of a similar ELO, and you will have a
         | lot of fun online!
        
         | ARandomerDude wrote:
         | Same! Weekend 0AD LAN parties with my family is a real treat!
        
         | philipswood wrote:
         | There is a "deathmatch" mode you can setup during map selection
         | where all players start with ample resources and you can
         | enforce a starting timed ceasefire to allow some building
         | before the battle starts.
        
           | heavyset_go wrote:
           | The deathmatch mode also literally gives each player 50k in
           | all resources to start out with.
        
       | mishftw wrote:
       | I started my coding journey by fining OAD. I was able to
       | contribute to the project in my early days. Truly amazing to see
       | how far it's come!
        
         | wsgeorge wrote:
         | Thank you for your contribution to this amazing game!
        
       | hedgehog wrote:
       | 28,827 commits. GitHub mirror of the code:
       | 
       | https://github.com/0ad/0ad
        
       | jonbaer wrote:
       | For those interested in RL portion,
       | https://trac.wildfiregames.com/wiki/GettingStartedReinforcem...
       | and https://github.com/0ad4ai
       | 
       | There has also been some work to establish a geospatial
       | intelligence class using the game engine as well
       | (map/market/resource analysis).
        
       | pelasaco wrote:
       | The openage is as well a fantastic project
       | https://github.com/SFTtech/openage
        
       | [deleted]
        
       | [deleted]
        
       | est wrote:
       | It's a cool game and all, but does it still burns the cpu0 only?
        
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