obbg
a block/voxel-based game (by nothings)
permafrost-engine
An OpenGL RTS game engine written in C (by eduard-permyakov)
obbg | permafrost-engine | |
---|---|---|
1 | 10 | |
348 | 2,596 | |
- | - | |
0.0 | 9.5 | |
about 2 years ago | about 1 month ago | |
C | C | |
- | GNU General Public License v3.0 only |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
obbg
Posts with mentions or reviews of obbg.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-01-09.
permafrost-engine
Posts with mentions or reviews of permafrost-engine.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-09.
- Permafrost engine – An OpenGL RTS game engine written in C
- are there tutorials for code organization for games in C?
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Three Dynamic Array Implementations : Template-Macro, Void Pointer , Fat Pointer
Yea, bit annoying to do that, especially in a large project some vectors need to be static some need to be exposed in the API. In my mind the best solution is to add another macro parameter that lets the user change the function scope on the fly. See the vector used in the permafrost engine (a fellow redditor); when I first saw how he wrote his template macros it was a game changing trick.
- Show HN: I wrote my own RTS game engine in 70k SLOC of C
- I wrote my own RTS game engine in 70k SLOC of C
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EVERGLORY - my one-man open-source passion project RTS - gets a new trailer and a Linux demo!
And the source code for the engine is here on GitHub. I've written like 75k SLOC of C for it. It's a pretty general-purpose RTS engine that could be used for a lot of things - full conversions, remakes of classics, other RTS/citybuilder/ARPG games, and more. It has a Python scripting API for the top-level gameplay logic.
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Devlog about my C99 own-engine RTS - Projectile Simulation + Target Finding for Large Crowds
BTW, the engine is fully open-source. So if you want to take a deep dive into the code, it's here: https://github.com/eduard-permyakov/permafrost-engine
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100k members! To celebrate, what is your favorite piece of C code you have written?
I'm into my third year of writing my own RTS game engine in C. Complete with OpenGL rendering, group pathfinding of 1k+ entities, Python scripting, yada, yada, yada.
What are some alternatives?
When comparing obbg and permafrost-engine you can also consider the following projects:
Quake-2 - Quake 2 GPL Source Release
qb64 - BASIC for the modern era.
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
mark_vi - mark_v_1099_revision_4_source
Quake-III-Arena - Quake III Arena GPL Source Release
no - Source code for the no app
Craft - A simple Minecraft clone written in C using modern OpenGL (shaders).
tinyc.games - Tiny C games you can compile and run RIGHT NOW
instead - INSTEAD - Simple Text Adventure Interpreter
duke3d - The icculus.org port of Duke Nukem 3D.