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vcmi/vcmi

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Vcmi

vcmi is an open-source game engine for Heroes of Might and Magic III that recreates the gameplay, logic, and rendering of the original strategy game. It serves as a cross-platform game runtime supporting Windows, Linux, macOS, Android, and iOS, providing a turn-based strategy simulator for strategic world map navigation and tactical combat.

The project is built as a moddable game framework, featuring a data-driven modding system and a sandboxed Lua scripting integration. These allow for the definition of custom gameplay logic, spell effects, and the addition of new factions, characters, and assets through external configuration files and schema validation.

The engine includes a multiplayer state synchronizer that coordinates simultaneous turns and game state updates between clients via binary serialization. It also incorporates integrated artificial intelligence for strategy simulation, a dedicated map authoring and generation system, and tools for asset overrides and localization.

The software supports multi-platform build configurations and provides tools for extracting game data and debugging game states.

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Features

  • Cross-Platform Game Runtimes - Provides a cross-platform runtime supporting Windows, Linux, macOS, Android, and iOS with scalable resolutions.
  • Strategy Game Simulations - Recreates the gameplay, logic, and rendering of a classic turn-based strategy game as a cross-platform runtime.
  • Moddable Engines - Ships an engine designed specifically for modification of rules and assets via external files.
  • Binary Serialization - Translates in-memory objects into binary streams for efficient network transmission and disk storage.
  • Game State Persistence - Writes binary game data to files and reads it back to restore session state.
  • Data-Driven Entity Configurations - Implements a data-driven system to define game objects and factions using external files validated by schemas.
  • Data-Driven Entity Definitions - Creates new entities using data definitions and associated media resources like images and sounds.
  • Engine Recreations - Building an open-source version of a classic strategy game to enable modern platform support and extended functionality.
  • Game Content Extension - Provides frameworks for injecting custom configurations for characters and spells via external files.
  • Gameplay Mechanics Implementation - Runs the specific mechanics and rules that simulate combat, economy, and unit movement.
  • Strategic Simulation Execution - Simulates strategic and tactical gameplay mechanics including combat, resource management, and city growth.
  • Gameplay Scripting Systems - Provides a sandboxed scripting environment allowing custom gameplay behaviors and spell effects without core engine recompilation.
  • Data-Driven Configuration - Implements a data-driven system for adding factions and characters through external configuration files and schema validation.
  • Multiplayer Networking - Supports network play with simultaneous turns and lobby management.
  • Simultaneous Turn Synchronization - Coordinates multiplayer state updates between clients using serializable network packets and a coordinated turn-based queue.
  • Sandboxed Scripting Environments - Executes custom gameplay logic and spell effects in a restricted environment to avoid recompiling the core engine.
  • Turn-Based Grid Engines - Simulates a discrete tile grid with turn-based timing for strategic movements and tactical combat.
  • World Map Navigation - Handles character movement across terrain layers, including pathfinding and fog of war.
  • Tactical Combat Simulations - Implements tactical combat simulation with a turn-based queue and specific unit abilities.
  • Combat Rendering - Processes and displays grid-based combat encounters and strategic map movements across multiple operating systems.
  • Modding Frameworks - Provides a comprehensive framework for creating and distributing custom game modifications and world maps.
  • Graphics Rendering Engines - Implements a graphics rendering engine to display visuals and interface components by managing framerates and surfaces.
  • Game State Synchronization - Coordinates state updates between server and clients using serializable network packets.
  • Embedded Lua Scripting - Integrates Lua scripting to provide programmable automation and extension of gameplay mechanics.
  • Lua-Based Extensibility - Extends gameplay and defines new spell effects using the Lua scripting language.
  • Lua Game - Embeds a sandboxed Lua interpreter to handle custom gameplay logic and spell effects at runtime.
  • Gameplay Simulations - Executes the core gameplay mechanics and logic to control tactical battle behaviors and unit movements.
  • Game State Serialization - Transforms complex game objects into a persistable format to support saved games.
  • Core Capability Extensions - Extends fundamental operational logic via a scripting system and a custom bonus format.
  • Gameplay State Synchronization - Synchronizes gameplay attributes and state across clients in a networked turn-based environment.
  • Agent Goal Definitions - Manages agent-based goals and character movements across the world map to achieve objectives.
  • AI Difficulty Frameworks - Integrates multiple artificial intelligence libraries to create varying levels of opponent difficulty and behavior.
  • Inter-Mod Dependency Management - Defines required and conflicting extensions to control loading order and prevent crashes.
  • Random Map Generators - Creates playable maps based on templates with configurable zones and distribution.
  • Game Campaign Creators - Imports and executes external campaign data to play specific structured narratives and scenarios.
  • Mod Metadata Definitions - Specifies identity, version, and compatibility requirements for mod extensions.
  • Polymorphic Type Serializers - Translates in-memory objects to binary streams while preserving pointer relationships and reinstantiating derived class types.
  • Schema Validators - Validates game entity property files against formal schemas during the loading process.
  • Script Context Management - Manages script loading and execution contexts across different game sessions and map loads.
  • Game Content Packaging - Bundles new logic, assets, and configuration files into packages for distribution.
  • Adventure AI Simulations - Directs computer-controlled characters to autonomously explore maps, gather resources, and engage enemies.
  • AI Control Systems - Provides mechanisms to toggle between manual player control, automated AI control, or observation mode.
  • Asset Overriding - Implements a system to override original graphical, audio, and video assets by placing custom files in specific directories.
  • Cross-Platform Game Compilation - Builds native binaries for multiple platforms from a single codebase, including support for localization and video.
  • Custom Gameplay Modifiers - Creates custom modifiers that alter logic through configurable values and durations.
  • Engine Constraint Expansions - Removes hardcoded constraints on map size, object counts, and character statistics.
  • Entity Attribute Overrides - Overrides specific attributes of existing entities to rebalance gameplay or ensure compatibility.
  • Game Content Modification Tools - Customizes behavior, map layouts, and campaign structures using external editor tools.
  • Gameplay Modifier Constraints - Filters which entities inherit a bonus based on criteria such as unit type.
  • Gameplay Stat Modifiers - Distributes attribute modifiers across entities using propagation graphs to determine active buffs.
  • Map and Scenario Editors - Designing and generating playable world maps and scenarios using a dedicated visual editor and configuration tools.
  • Map File Managers - Opens and saves map data using both standard and project-specific file formats.
  • Mod Asset Layouts - Provides a structured directory and file layout for mod assets to alter game aesthetics and gameplay.
  • Mod Management Interfaces - Provides a launcher to install, update, and resolve conflicts between modifications.
  • Playable Hero Character Systems - Manages character leveling, skill acquisition, and equipment assignment for playable heroes.
  • Procedural World Generation - Generates a world map with configurable dimensions and underground layers.
  • Quest Systems - Provides a framework for tracking quest progress, objective locations, and mission details via logs and map markers.
  • Automated Combat Logic - Employs automated modules to handle unit positioning and spellcasting during tactical battles.
  • Town and Settlement Management - Handles urban construction, creature recruitment, and the assignment of characters to city garrisons.
  • Resolution Scaling - Supports various screen resolutions and aspect ratios with scalable user interfaces.
  • Android APK Compilation - Compiles the project into an Android APK using a pre-configured container to manage dependencies.
  • Object Reference Transmission - Optimizes network bandwidth by transmitting unique object identifiers instead of full object data.
  • Cross-Language Data Exchange - Implements bidirectional data exchange between the C++ host and the Lua script runtime.
  • Language Bridge Proxies - Exposes internal C++ classes to Lua via wrapper tables to enable external logic to call internal methods.
  • Shortest Path Algorithms - Implements pathfinding algorithms to find the optimal route on a map based on various traversal methods.
  • Attribute Propagation Graphs - Uses propagation graphs to distribute attribute modifiers and calculate active buffs based on inheritance rules.
  • Engine Behavior Configuration - Provides interfaces for overriding default configuration values to change internal engine behavior.
  • Multi-Platform Build Pipelines - Implements automated toolchains to compile the engine across multiple target operating systems and architectures.
  • Parallel Task Execution - Distributes demanding computations across multiple CPU threads to prevent application freezes.
  • Responsive Interface Threading - Offloads computationally heavy simulations to background threads to ensure the user interface remains responsive.
  • Touch-to-Desktop Input Mappers - Translates taps and long-presses into click events for touch-screen devices.
  • External Layout Configurations - Provides flexible UI layout management using external configuration files to define interface arrangements.
  • Strategy Game Engines - Engine for a classic fantasy turn-based strategy game.
  • Turn Based Strategy - Open-source engine for a classic fantasy strategy sequel.
5,692 stars·615 forks·C++·GPL-2.0·41 views

Star history

Star history chart for vcmi/vcmiStar history chart for vcmi/vcmi

How this analysis was created: This summary and feature list are AI-generated from collected project material and can contain mistakes. Stars, license and language are imported from GitHub. Inclusion does not mean that we have tested or audited this project. Check the source documentation for any feature you depend on. Learn more on our About page.

Frequently asked questions

What does vcmi/vcmi do?

vcmi is an open-source game engine for Heroes of Might and Magic III that recreates the gameplay, logic, and rendering of the original strategy game. It serves as a cross-platform game runtime supporting Windows, Linux, macOS, Android, and iOS, providing a turn-based strategy simulator for strategic world map navigation and tactical combat.

What are the main features of vcmi/vcmi?

The main features of vcmi/vcmi are: Cross-Platform Game Runtimes, Strategy Game Simulations, Moddable Engines, Binary Serialization, Game State Persistence, Data-Driven Entity Configurations, Data-Driven Entity Definitions, Engine Recreations.

Which projects share features with vcmi/vcmi?

Projects with overlapping indexed features include: tmodloader/tmodloader — tModLoader is a modding framework and toolset designed for expanding game content and extending core game logic. It… openttd/openttd — OpenTTD is an open-source game engine and transport simulation game. It provides an isometric sandbox environment for… tomlooman/actionroguelike — ActionRoguelike is a third-person cooperative game project built with C++ and Unreal Engine. It functions as a… luanti-org/minetest_game — Minetest Game is an open-source voxel sandbox engine that provides a foundational environment for building, exploring,… space-wizards/space-station-14 — Space Station 14 is a C# multiplayer game and roleplay simulation framework. It is built upon an… electronicarts/cnc_generals_zero_hour — This project is a real-time strategy game and military combat simulator focused on modern warfare. It provides a…

Projects sharing features with Vcmi

These projects share indexed features with Vcmi. Shared tags can include platform or build tooling; verify the primary use case before treating a result as a replacement.
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  • openttd/openttdOpenTTD avatar

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    OpenTTD is an open-source game engine and transport simulation game. It provides an isometric sandbox environment for building and managing complex logistics and transport networks. The project functions as a multiplayer simulation sandbox where users can build infrastructure cooperatively or competitively in a shared virtual world. The platform is designed as a moddable simulation system that supports external assets, graphics, and gameplay modifications. It includes mechanisms for downloading and integrating add-on content and utilizes a plugin-based system to extend game mechanics beyond t

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