0AD: New Release: 0 A.D. Alpha 26: Zhuangzi

Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 26: “Zhuangzi” (pronounced: /ˈʒwæŋˈziː/), the twenty-sixth alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the ancient Chinese philosopher Zhuang Zhou, who is better known as Zhuangzi and … Continue reading

Yorg: Q3 2022 update

Q3 2022 update

Hi! Here is an update about my development progresses, as of Q3 2022.


Now you can play the prototype of Pmachines! I have prepared several builds. In Linux, you can use AppImage and itch.io. In Windows, you can use an installer or itch.io. You can find more information in the page of the project.

Please note: this is a prototype. Everything is not final, definitely. It is “just” the basis of the future work. Moreover, it is the proof that my building/testing pipeline is working now. More info on this in the next section.

Functional tests

I have added another important functional test. Now, during the tests, I check if the FPS are “ok”. So, you should not receive builds with a low FPS count. Moreover, I have added several tests that check that every state leaves a “clean” environment i.e. there are not pending nodes, threads, tasks, events, …

The entire topic of functional tests that I developed should deserve a post on its own. Briefly:

  • I run the unit tests &&
  • I create the builds &&
  • I run the functional tests &&
  • I publish the builds

where && has the known semantics. The functional tests are the part that received most of my effort recently (since they will save me from manual testing, so I seriously hope that now I can develop faster). They are executed in a virtual machine, events are generated using xdotool, Windows builds are tested using Wine. During the test I capture some screenshots, and I compare them with the reference screenshots that I took on succesful executions. So, when I make a new build, I can assert that the build is running and it produces screens like the reference ones.

Please note that the gold here is Panda3D. I can run builds inside a virtual machine, and I can even run Windows builds in a Linux virtual machine. The Panda3D’s robustness allows this.

Trailer video

If it is the first time that you read about pMachines, you may want to watch its trailer video.

Support me

Finally, I would love if you may consider to support me. As usual, you may consider our campaign on Patreon (minimum pledge: only $1!). Thank you very much!

Castle Game Engine: Define context menu actions (verbs) for your components using component editors

You can now define a “component editor” class to add commands to the context menu when you right-click the component in CGE editor hierarchy. Detailed instructions and example how to do this are in manual: Add “verbs” to the context menu for given component. A full working example application is in examples/advanced_editor/custom_component, it defines a …