PPTactical Engine 0.9.6
Posted 13 June 2005 - 12:30 PM
PPTactical (Pure Power Tactical) is an engine for real-time strategy/real-time tactics game, released under LGPL.
A short feature list:
* compiles with a variety of compilers (bcb6, msvc, borland builderx, g++) on various platforms (windows,solaris, macosx, linux)
* various unit classes, both ground and air: infantry, tanks, artillery, recons, transporters, fighters, helicopters, dropships
* huge buildings with masks for pathfinding and altitude
* scripts that control the missions, the group behaviour (battlegroups) and are used to implement AI on a per-unit basis
* highly customizable with lots of tools (map editor, unit editors)
The 0.9.6 version has several small improvements over previous version (0.9.5):
* ecosystem generator for the map editor
* curve editor, used for the ecosystem generator and the particle system
* customizable view and fire points for each unit class
* battlegroup scripting (with two maps showing boids and formation movement)
* MacOsX port
And, finally, a fully scripted and playable mission is available, just to show the engine capabilities.
PPTactical at Sourceforge
Posted 14 June 2005 - 03:21 AM
I don't see any networking support though, but I'm sure it'll work with a good 'ol networking sdk.
Posted 14 June 2005 - 08:09 AM
good luck on your project haxorphreak, let me know if you manage to pull something off the ground :)
Posted 14 June 2005 - 08:16 AM
Thanks, and very nice work on the engine.
Lead Designer/Project Manager - White Epsilon
Posted 14 June 2005 - 08:54 AM
everything you see are sprites. they do come however from 3D meshes modeled in truspace and rendered with lightwave. alpha blending exists in the SDL version, but being internally done by SDL is quite slow and usable only on certain areas.
an opengl renderer is in on the workbench, but it will take some time before it will be released. this will probably be the first step toward bringing the engine to the 3D world.
there are no physics in the engine. although a heightmap exists and is used for projectile collision detection and for pathfinding (units have a maximum slope they can climb/descend), although there are ballistic trajectories, there's only "hardcoded" physics. with the transition to 3D, probably there will be integration with ODE or other free or GPLed physics lib.
Posted 14 June 2005 - 09:56 AM
Posted 15 June 2005 - 02:10 AM
Speaking of the project, I've appointed myself Lead Programmer and gathered a couple of close friends for art and design. Not much progress so far, but it's a start.
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