permafrost-engine
An OpenGL RTS game engine written in C (by eduard-permyakov)
shockmac
System Shock (PowerMac version / Official GPL Release) (by nothings)
Our great sponsors
permafrost-engine | shockmac | |
---|---|---|
10 | 1 | |
2,594 | 67 | |
- | - | |
9.5 | 0.0 | |
about 1 month ago | about 2 years ago | |
C | C | |
GNU General Public License v3.0 only | 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.
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?
-
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
-
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.
-
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
-
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.
shockmac
Posts with mentions or reviews of shockmac.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-01-09.
What are some alternatives?
When comparing permafrost-engine and shockmac you can also consider the following projects:
qb64 - BASIC for the modern era.
tinyc.games - Tiny C games you can compile and run RIGHT NOW
mark_vi - mark_v_1099_revision_4_source
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
no - Source code for the no app
Quake - Quake GPL Source Release
Quake-2 - Quake 2 GPL Source Release
space-shooter.c - A cross-platform, top-down 2D space shooter written in C using only platform libraries.
instead - INSTEAD - Simple Text Adventure Interpreter
Craft - A simple Minecraft clone written in C using modern OpenGL (shaders).