Well, I could barely believe this myself: I checked out Cafu on a Raspberry Pi
2 for the very first time, compiled – and without further ado, it worked!
Simple as that.
This is remarkable because Cafu, even though designed for cross-platform portability, has never been run on an ARM architecture ...
Well, I could barely believe this myself: I checked out Cafu on a Raspberry Pi 2 for the very first time, compiled – and without further ado, it worked! Simple as that.Read More
We have always had the problem that Cafu requires a large amount of binary assets (mostly texture images) for being useful: Making a good first impression, demonstrate important features, getting started with mapping – all these require proper binary assets. Even C++ core hackers enjoy seeing a couple of texture images ...Read More
I'm happy to announce that today we have changed the Cafu license from the GNU General Public License (GPLv3) to the MIT license.Read More
The MIT license is very liberal, short and easy to understand even for legal laymen. It provides a well-established and reliable basis for software projects. Our ...
Dear friends,Read More
I am very happy to announce that after many years, our website has been completely overhauled.
Cafu's website has been largely unchanged since was implemented with Joomla back in 2008, so you can imagine how excited I am to update it. The formerly used "Firenzie" theme has ...
In my previous news post "Client features revisited", I talked about several important client features and how they have recently been improved.Read More
As promised there, although this is rather a technical documentation than suitable prose for a news post, I would still like to provide a brief overview on how ...
Among Cafu's most prominent and important features are the networking code and, closely related to that, the client prediction feature. These two together implement a client-server network model that allows fast multi-player games over the internet, where the prediction makes sure that network lag is compensated for so that ...Read More
Dear friends,Read More
as every time around the New Year, I would like to briefly summarize the current developments and plans regarding the Cafu Engine.
Entity Component System
Generally, the development of the Cafu Engine progresses steadily and continuously, and the Entity Component System is still at the center of the ...
A while ago, in September, I considered it a good idea to remove the "groups" feature from the Map Editor. This was fueled by the observation that entities too can naturally and inherently serve for grouping the individual elements in a map. Keeping a second, explicit mechanism for the same ...Read More
Today there was another very nice article at the renowned German publisher Heise about compensating the lag in online games by means of the "client prediction" technique:Read More
Verzögerungen in Online-Spielen durch Client-Side Prediction kompensieren (text is in German)
The author Christian Oeing explains the basics of online games whose simulated ...
As an interesting coincidence, the renowned German publisher Heise today published an article in their online Developers section about entity component systems:Read More
Component-Based Entity Systems in Spielen (text is in German)
The text is a very nice description of entity component systems, and quite similar to my recent news post ...