I grew up with the author of this library. He was absurdly intelligent. He started studying quantum physics in high school because he was bored with the “normal” content of our classes. And, of course, he always dreamed on working in the games industry :)
This is basicaly a huge love letter to advance wars. The gameplay of capturing income producing buildings, then making unit types, and the units themselves all map directly to advance wars units.
There are a few key innovations (COs as units on the map, archers can fire and move in the same turn (which are more like rangers from Warbits than artillery because they are infantry), some units have abilities that cost money, units have crit conditions, and the building capture mechanic). But the basic loop is there:
Swordsman are infantry, pikemen are heavy infantry/mech, dogs are recons, knights are tanks, mages are anti air guns, trebuchets are rockets and ballista are missles, etc etc. Terrain bonuses are similar, costs are tweaked, but it plays exactly like advance wars.
And that is a really good thing. Can’t recomend the game enough.
Eh--I tried a little Wargroove but I thought its maps were pretty unbalanced. It became really easy to end up in a meat-grinder fight where in Advance Wars you had to mess up to find yourself in that state.
The art style (particularly the human portraits) also did not work for me.
I've had that game in mind for a while, ever since I heard about it from them calling out Sony for only enabling cross-play for the big publishers. I think between that and this, it's pushing me to buying it.
Wargroove is on macOS. Steam displays only the Windows icon because the macOS client is still beta-ish, but once you’ve bought it you can install it like normal. Has full cross-platform multiplayer and everything.
I found entt to be a good, reasonably approachable entity system for C++. It written in a modern, very generic style, but I don't find it to be obscure.
I usually roll my eyes at game-engine posts. But seeing an open source engine that has successfully shipped on multiple platforms, including console, is fantastic.
The code uses media foundation for decode (this part is good), but then it downloads NV12 data to system RAM, then uploads back to VRAM.
Better approach is making it work entirely on GPU. The simple way to implement that is to drop Windows 7 support already, and use IMFMediaEngine interface. That object decodes video directly into D3D 11 textures, with very little work required, doesn't even need any custom shaders.
> Chucklefish games that are made 100% in house: Starbound obviously, also Wargroove (made with the generic C++ engine halley, but the main dev for the engine is the main dev of Wargroove).