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New Release: 0 A.D. Alpha 23 “Ken Wood” (play0ad.com)
187 points by jonbaer on May 19, 2018 | hide | past | favorite | 24 comments



A project history [0] on the site is an interesting study in open source development.

[0] https://play0ad.com/about/the-story-of-0-a-d/


One of the best open source games I know. I had played this in a very early version, but it was still very immature. Apparently I can take a look inside now.


Here is the source for the game, for whoever is interested:

https://trac.wildfiregames.com/browser/ps/trunk/source?order...



They don't take PRs there...


Game dev here. Indeed we do not however it shouldn't be hard to generate a diff from your branch :)


I really like what they're doing with maps and map generation. To highlight a few from this post:

"Hellas" gives you random cutouts of actual Greece landscape.

"Egypt" is just Egypt rebuilt at small scale, including 6 pre-built cities.

"Jebel Barkal" has a pre-built city on it, which dominates the map and occasionally launches attacks against the players.


Nomad is one of my favorite modes in AoE2 I wasn't even aware 0ad was capable of doing it, so this is awesome.


The dev team and community are incredible. It's a brilliant open source game that rivals any commercial RTS. It is still alpha, so things are still changing, but that can be part of the fun too as new elements are introduced each release.


I love playing historic based RTS games, so this game is my favorite one by far.


now that's what i call a changelog!


This is such a great game but the network multiplayer really needs some work. After building a certain number of units into a game the frame rate drops to almost 1FPS.


The main problem with multiplayer is that 0ad is still just using a single thread for everything, so all the path finding, rendering etc. competes with network related requests. One effect of that is that the player with the slowest hardware might introduce lag for all players in multiplayer games at the moment.

Splitting the game logic into multiple threads to have at least network related stuff happening in another thread is afaik on the roadmap for the next development cycle.


A group of friends were playing and really enjoying this game but suffered from these may problem. We all fired up Visual Studio and started debugging while playing and found the problems your discussing, but the problem doesn't have a simple "throw more threads at it" solution because of the deterministic nature of the game simulation relying on the path finding.

What we were able to do was put a hack into the path finding code that bailed on one of the loops after X amount of steps. It made complex paths less accurate (clicking units across the map to attack far away) but actually made the game playable. We could actually control our units whereas with the lag it's completely unplayable late game with 3 players and 3 AI.


Maybe you want to help develop 0ad? Seems like you have some knowledge there...


Unfortunately I'm not in a financial position to donate my time right now.


Could you at least submit a diff of whatever you changed ? There are quite some changes planned for the Pathfinder see D13 on code.wildfiregames.com. But it might help any way :) Making a patch (diff file) shouldn't take you more than ten minutes :)


Still, there are no custom maps: you can't build a tower defense game or anything non-standard, unlike Age of Empires2.


Yes you can build custom maps and yes you can do something like tower defense.

0ad comes with atlas, its integrated map editor. Maps also support scripting with Javascript and there are already maps included where waves of enemies get spawned (e.g. Danubis or Jebel Barkal), what you'd probably want for tower defense as well.


I can't fire it up right now as I'm away from a system, but does Atlas compare to the awesome famed Warcraft 3 editor (WorldEdit)


I don't know Warcrafts mapesitor, but just try Atlas out. (I think it's quite good)


That's an awesome idea. You should contribute code for that right away!


You could probably fork the game to do this, however, which would be much more ergonomic than, say, StarCraft Triggers


Boy, did you just compare an open source project to a AAA commercial title?




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