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SFTtech
openage
Python2014–2026
SFTtech / openage

openage

Clone of the Age of Empires II engine 🚀

18Distinct people
20Mentions
0Explicit recommenders
14.6KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Clone of the Age of Empires II engine 🚀

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 11:56:56 AM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year20 dated mentions

Observed mentions: 2014-10-26 14:24:29 UTC to 2026-07-27 11:19:03 UTC.

02462014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 6 mentions; 0 submissions, 6 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC211
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC101
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC606
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC413
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC101
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC202
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC211
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC101
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC101

What Hacker News says

20 sources
I ported SFTtech/openage (https://github.com/SFTtech/openage), the open-source C++ reimplementation of Age of Empires II, to WebAssembly with (a lot of) help from Codex. It currently supports one deterministic map, unit control, gathering, construction, combat, a working HUD/minimap and a basic computer opponent using openage’s command system. It does not yet support campaigns, multiplayer, saves, replays, the full technology tree or every original game rule. This is a narrow, experimental openage browser port—not a complete replacement for AoE II. The existing simulation, pathfinding, production and combat code runs in the browser, while rendering was adapted from desktop OpenGL to WebGL 2. Codex replaced the native game loop, Qt UI, filesystem and audio paths with browser-compatible equivalents and reused the original converted graphics
Read the rest
, interface, sound and music assets from my legally owned copy. Spent just about my weekly limit on a Plus plan, and it's not stable enough for general release, but pretty mind blown how far we've come.
In Codex ported Age of Empires II to the browser
> I doubt there's layers and layers of template metaprogramming in Ableton Live, or that Maya is a study in inheritance I doubt both of your assertions - public Ableton code uses templates fairly liberally ( https://github.com/Ableton/link/search?q=template&unscoped_q...) - and due to backtrace exposure I know that this is also the case for private implementation things. For Maya just look at the plug-in API : https://help.autodesk.com/view/MAYAUL/2017/ENU/?guid=__files... https://help.autodesk.com/view/MAYAUL/2017/ENU/?guid=__files... https://help.autodesk.com/view/MAYAUL/2017/ENU/?guid=__cpp_r... command pattern, factories, etc... it's textbook OOP. Also, most projects in the wild nowadays are C++11 or later, with actual use of C++11 language features. e.g. look for example OpenAGE, an AOE2 reimplementation - https://github.com/SFTtech
Read the rest
/openage/blob/master/libopenage/jo... That kind of thing is as far as "C with classes" as is possible.
In Ask HN: How do I learn C properly?
> Put your vector fields in textures at map design time and be done with it. I think you're forgetting there is no map design time in Age of Empires since the maps are RNG. Also, walls, structures, and destroyed forests are critical to gameplay, so it has to be an extremely dynamic process. There are obviously ways to improve the pathfinding, https://github.com/SFTtech/openage has many plans, but your dismissals are starting from wrong assumptions.
In Age of Empires Definitive Edition's pathing and movement

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