Towards improving our code base further and further. An ∞ loop.
Here we have a managed to create a comprehensive documentation of e.g. most parts of source code, APIs or general workflows.
We now have the basic blocks for creating the new game simulation system. Now, we have to migrate all game features to the new system.
Things needed to be done before the game is started. Mod pack loading, map generation, ...
Towards building and running openage on Windows.
The engine provides many features (the gamelogic) which are queried from the simulation and are configured by nyan.
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.
The buildsystem is the foundation of the project, as it intelligently rebuilds only changed parts. It's responsible for sanity checks and code generation.
Convert assets from the original game into openage-compatible formats, like nyan.
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.
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.
Communication of events and simulation data over the network as predicted curve keyframes.
The renderer displays client data and the user interface graphically on screen. The world simulation is also done on the client for local predictions.

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