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Template:Technology: Difference between revisions

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* [https://docs.microsoft.com/en-us/visualstudio/releases/2019/release-notes Visual Studio 2019] latest with 142 build tools / Windows 10 SDK latest
* [https://docs.microsoft.com/en-us/visualstudio/releases/2019/release-notes Visual Studio 2019] latest with 142 build tools / Windows 10 SDK latest
* [https://developer.apple.com/xcode/ Xcode] 12.5 / macOS Big Sur 11 / 10.16
* [https://developer.apple.com/xcode/ Xcode] 12.5 / macOS Big Sur 11 / 10.16
* Linux GCC 9.3 with LTO (limited by steam Linux runtime)
* Linux [https://gcc.gnu.org/ GCC] 9.3 with LTO (limited by steam Linux runtime)
* [https://clang.llvm.org/ Clang] / [http://llvm.org/ LLVM] 12 (macOS / dedicated servers)
* [https://clang.llvm.org/ Clang] / [http://llvm.org/ LLVM] 12 (macOS / dedicated servers)
* [https://clang.llvm.org/docs/AddressSanitizer.html AddressSanitizer] (ASan)
* [https://clang.llvm.org/docs/AddressSanitizer.html AddressSanitizer] (ASan)

Revision as of 18:49, 8 September 2021

Planetary Annihilation is a cross platform client / server networked OpenGL application with a custom engine developed in 2013/2014 using C++11 and a fully moddable HTML5 user interface using Coherent UI based on Chromium.

Since 2018 the Planetary Annihilation engine had been modernised to C++17 with updated versions of third party libraries.

Historical Technology links

Game AI Pro (early approaches to tech used in Planetary Annihilation):

  • 23. Crowd Pathfinding and Steering using Flow Field Tiles (Elijah Emerson)
  • 30. Using Neural Networks to Control Agent Threat Response (Michael Robbins)

GDC 2012 Off The Beaten Path (early approaches to tech used in Planetary Annihilation):

  • 17 minutes: Neural Networks in Supreme Commander 2 (Michael Robbins)

Toolchain

https://en.wikipedia.org/wiki/Toolchain

Third Party Libraries

Localisation Platform

Crowdin: https://crowdin.com/

Translations

Transfulent: https://www.transfluent.com/

Security

We recommend https://1password.com/