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Projects: SFTtech/openage

code quality

Updated Feb 24, 2022

Towards improving our code base further and further. An ∞ loop.


Updated Aug 30, 2021

Here we have a managed to create a comprehensive documentation of e.g. most parts of source code, APIs or general workflows.

simulation core

Updated Oct 18, 2021

This is the game world simulation - determining state transitions for all entities

game initialization

Updated Sep 25, 2020

Things needed to be done before the game is started. Mod pack loading, map generation, ...

windows support

Updated Sep 28, 2021

Towards building and running openage on Windows.

game logic

Updated Oct 1, 2019

The engine provides many features (the gamelogic) which are queried from the simulation and are configured by nyan.


Updated Oct 1, 2019

The game client sends input from the user interface to and receives calculations from the simulation. The result is displayed by passing it to the renderer.


Updated May 3, 2022

The buildsystem is the foundation of the project, as it intelligently rebuilds only changed parts. It's responsible for sanity checks and code generation.


Updated Jun 26, 2022

Convert assets from the original game into openage-compatible formats, like nyan.

user interface

Updated Oct 1, 2019

The user interface sits on top of the client and provides input actions to the simulation, which then calculates the impact of that action into the spacetime model.


Updated Oct 1, 2019

The continuum potential flow field pathfinding engine. It works together with the world simulation model so it can navigate around some of the already-known future obstructions.


Updated Oct 29, 2019

Communication of events and simulation data over the network as predicted curve keyframes.


Updated May 24, 2021

The renderer displays client data and the user interface graphically on screen. The world simulation is also done on the client for local predictions.