openage status ============== This file contains the current feature set of openage. You can follow development progress on: * [Our blog at https://blog.openage.sft.mx](https://blog.openage.sft.mx) * Our [/r/openage subreddit](https://reddit.com/r/openage) The list must grow ------------------ As features don't create and add themselves down there, you can make it happen! See the [contribution intro](/doc/contributing.md) how to add stuff. Working features ---------------- * Original asset conversion * Arbitrary resolution user interface * Unit movement * Building construction * Resource collection * Basic combat * Windows 10 (x64) installer Missing functionality --------------------- * Efficient rendering * Good pathfinding * Networking * [Nyan](https://github.com/SFTtech/nyan) integration * 3D terrain * Random map generation * AI scripting * Python modding API Under the hood -------------- There are some openage internals that may be of interest but would go unnoted otherwise: #### Python interface Powered by [cython](http://cython.org/), we have an easy to use bidirectional Python <-> C++ interface that even translates Exceptions between both. See the [howto](/doc/code/pyinterface.md). #### Inotify file reloading You can edit any texture with your favorite image manipulation software. When you save the changes, they'll appear in-game instantly. #### Terminal emulator We have an integrated [terminal emulator](/libopenage/console) supporting ecma-48. You can run `vim` or anything else within openage. This is neat to interactively edit scripts. #### Buildsystem Powered mainly by CMake and Python, our [buildsystem](/buildsystem) is dynamically rebuilding and regenerating only the files it needs to. #### Job management Background tasks can be submitted and detached by our [job subsystem](/libopenage/job). Used for sound decoding and various other computations.