Archive/Glest Advanced Engine

Glest Advanced Engine (GAE) is a fork/modification of the Glest. GAE may be downloaded here.



History
GAE was originally started by Daniel.Santos, as a desire to create a special engine for the then-work-in-progress, Four Path Magitech, and started with offering auto returning units and other small enhancements, growing to eventually try to accompany the four path magitech. When four path magitech was abandoned, it was later picked up as an alternative way to play glest, and now is an engine with its own unique mods which work specifically on GAE (namely, Military and Malevolent Rising). To date, it is still actively developed by the GAE team, who's current active members include Silnarm, Hailstone, and Yggdrasil.

Features
A list of features in GAE:


 * Only loads the factions used in a battle.
 * Unit effects and emanations.
 * Unit pets.
 * Shroud of darkness
 * Particles for skills and effects.
 * Support for water based units
 * Support for transport units
 * Teleport and cloaking skills
 * Massive amount of new Lua commands with a dedicated Lua console.
 * Improved unit levels system.
 * Improved pathfinding for units.
 * Subfactions
 * New GUI with tool tips and faction logos
 * Support for normal maps and shaders
 * Support for zipped mod files via Physfs
 * Patrol, guard and autorepair skills.
 * Multiple music tracks per faction.
 * Many general bug fixes and improvements.
 * Command queuing
 * Games can be saved and loaded

=Guide=
 * The GAE Guide provides more of a guided tour through GAE's extended functionality
 * The trac wiki provides other valuable information about GAE.
 * The GAE Coding Conventions provides instructions for how to layout and modify/add code
 * Joining the GAE team

=Compiling=
 * Linux Compiling
 * Windows Compiling
 * Mac Compiling

=Reference / Specification=
 * The GAE XML Specification gives examples of XML pages and explanations in XML comments.
 * The GAE Reference examines each XML-configuration option more closely.
 * The GAE Lua Reference provides details on the new Lua functions.

=Requirements Analysis=
 * Networking
 * Game Settings

=Source Explanation=
 * Key Mapping
 * Network WIP
 * Hex colours in XML
 * Custom Enums
 * rev306 Build Instructions
 * Pathfinding (by silnarm)
 * One A*, to rule them all (by silnarm)
 * Revised Network Paradigm

Code Discussions

 * Memory Problem in Pathfinder

=Processes=
 * New Member
 * Releases
 * Code Review
 * Feature Request
 * Bug Report
 * The GAE Build Process

Developer Tips (not really sure where this would go):
 * Put the dependencies folder at the same level as the branch folder, then multiple branches can be used with the same dependencies
 * When you have checked out the branch, compile it before working on it (all branches should be compilable)
 * Make the debug working directory the same as your Glest data directory so you can easily start the debugger in Visual Studio.

=Links=
 * Glest Advanced Engine web forums (hosted on main Glest site)
 * subversion repository
 * tracker
 * Sourceforge hosting

=GAE-based mods=
 * Four path magitech: A faction mod extending upon the existing magitech.
 * Military: A fully built mod exclusive for GAE with many GAE features such as Patrolling, Guarding, tracking projectiles, and emanations. It was the first created complete mod for GAE.
 * Malevolent Rising: A mod with a lot of high quality models. Currently a WIP project.
 * Constellus: A sci-fi mod with two factions: the Crincillin Remnant and the Phorin Tribes. Currently a WIP project.