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New: Recoil - 3D engine for Real-Time Strategy games
*ping* Attached new tarball with a few changes: - update to latest BAR release engine 2314-g9e0bf7d - disable unmaintained manpages (PR #1291) - with help from bentley@, remove some unneeded <zlib.h> and use <endian.h> instead of <sys/endian.h> - fix thinko with xdgConfHome - limit executable detection to /usr/local/bin/ path to avoid TOCTOU with prior approach that used access(2) ok? On Sun, Feb 11, 2024 at 07:04:24PM -0500, Thomas Frohwein wrote: > Hi, > > Please find attached the port of Recoil, the successor of the Spring > engine. It goes back in lineage to Total Annihilation from the 1990's > and allows for visually stunning, large-scale RTS battles. > > From DESCR: > > Recoil is a battle tested open-source RTS engine, successor of Spring. It is > designed, in its basis, to be able to run the content of the game Total > Annihilation and deliver a similar, but improved, gaming experience. Games can > be intense and very large scaled, with fight of, literally, hundreds of units > and the mods allow very wide arrays of different strategies and tactics. Some > of the games powered by Recoil: Beyond All Reason, ZeroK, TA Prime and Metal > Factions. > > The README has details on how to install maps and the game-specific > engines, as well as a lobby application. Not all parts of the Beyond > ALl Reason experiences can be run (yet?), as their launcher that > integrates with the lobby and engine is an Electron app, sadly. > > A few notes on the port: > > - The games that I tested (Zero-K and Beyond All Reason) require a > data size of at least 4-6G. > > - Online multiplayer is untested, but if someone wants to try it out > please message me. > > - Versioning is currently 0.major.minor.etc... as upstream told me of > their intention to switch to year-month versioning similar to what > Mesa does. This way, that change wouldn't require EPOCH. > > - I'm hoping to keep the port mostly in sync with the versions used by > Beyond All Reason, as those are getting significant use and attention. > > - A few OpenBSD-specific codepaths had to be implemented in patches/, > for example: getting data dir locations without wordexp, using > argv[0] for the executable location, enumeration of CPU cores (this > isn't accounting for SMT at this point), futex(2) instead of syscall > (SYS_futex...), some pthread non-portable API. > > - The bundled Lua 5.1 is too customized and integrated to easily remove > it in favor of the lua lib from the port. > > - Alignment aware memory pools patches from the GH PR have fixed a > couple of gnarly crashes. > > - As far as I know we don't have libunwind available in a way that > could be used by this port, so those parts of integrated backtraces/ > crash handling are stubbed. > > Make sure to look at the README for using pr-downloader to get maps and > engines in order to test. > > ok?
New: Recoil - 3D engine for Real-Time Strategy games