Pyrogenesis is the nickname given to the custom built engine developed for 0 A.D. Featuring an enriched 3D environment, a particle system, OGL graphics and 32-bit color, it not only provides a powerful environment, but allows the game to have very minimal system requirements, which will be available for Windows, Macintosh and Linux. To cater to our Linux crowd, we've opted to use the OpenGL API rather than DirectX, which not only functions just as proficiently, but it's already bundled in your video card drivers, so there's no need to worry about downloading the right version to run 0 A.D.

Sounds will be handled by the .ogg encoding alternative, which does not require a licensing fee that cannot be financed by a non-profit team. Because it would be illogical based on our game's camera, the engine does not support 3D sounds. It could, in theory, be implemented, but we've decided not to include it in the release of 0 A.D.

System Requirements

- Windows® 2000 or greater (or Linux®)
- 1 Ghz Processor
- 256 Mb RAM
- 32 Mb Geforce3/Radeon 8500 (or equivalent)
- Windows® 2000 or greater (or Linux®)
- 1.6 Ghz Processor or greater
- 256+ Mb RAM
- 64 Mb Geforce3/Radeon 8500 (or equivalent)

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Detailed units and buildings Circular maps and lush terrain 0 A.D.
Blog RSS Feed Report abuse Latest News: Development Report: Campaign System #1

About 0BC Time Machine with 0 comments by radagastearendil on Dec 3rd, 2014

Gallic Wars #1, Defend the village.

Gallic Wars #1, Defend the village.- State machine, enter, leave conditions and message system.

- Allows story per player, and storyline that all share.

- Modular component to allow reassignment or multiple storylines depending on campaign state.

- Full use of siege engines and other entities.

- Supports differents attack compositions.Gallic Wars #1, Defend the village.

- Diplomatic ties.

- Allows dynamic placement of structures and thus territories (0BC only due to deep changes, felt, everywhere).

- Allows automatic modifications without requiring external static/manual technology, e.g. removing decay from structures, such that no civil center is required (which allows for something like mini-civs).

- Proof of concept Gallic Wars Campaign Part 1 scenario finished, including last Roman effort to turn the tide and fully balanced.

- Featuring stackable entity and central strategy shieldbearer entity (without it, the Gauls have quite some resource gathering problems).

- A dynamic system to allow for RPG like actions of individuals like a Roman Centurio having a look at the village and hunting down all your heroes (he's a 10x bonus against your heroes).

- If no hero can be found, the Centurio retreats or hides randomly somewhere on the map.

Gallic Wars #1, Defend the village.

- Increasing and decreasing attacks strengths and a dynamic interval. (required changes to 0AD trigger code, of course this was doubted by the 0AD team for a long time, I got used to their 'not seeing the necessity for changes thingy' - of course as always and everyone just believes, when you hit the same problems. Anyway, nevermind. We're humans, no supermen or uberpower aliens.).

- Druid that somewhat makes the Gauls invincible though it's difficult to keep all your units in control, they go for excursions themselves. They like the forrest and their animals too much. And Romans no less. :-)

- Global events (like random catastrophes).

- Random actions, like Centurio excursions.

- Ships passing by randomly, at times aborting or being not willing to trade either to circumstances on the ground (enemies in harbour region) or to mood. For a lively experience.

Upcoming (related)

- Dynamic player addition and removal.- Campaign mode (low detail).- Dynamic enter and leave loading. (to be determined if over-border actions are possible, it's a bit a primer as the 'Total War' system is not very desirable and thus we need a nicer solution. Btw. crazy name 'Total War' - who had this mad idea? To me as a German that's a bit weird, we're no longer interested in 'total wars'. And it's war promotion too. Highly undesirable.)
- Full multiplayer support (it's not hard-coded -> players can share storylines or merge -> can change the campaign happenings this way, too).

0BC Time Machine

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Post comment Comments  (0 - 10 of 15)
Guest May 11 2014, 9:47am says:

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Guest Dec 20 2013, 11:55am says:

so download 0 A D

+1 vote     reply to comment
TKAzA Staff
TKAzA Sep 6 2013, 8:36am says:

If its open source, when or where can we get/expect a release>?

+3 votes   reply to comment
_w_ Apr 5 2013, 5:59am says:

Someone remake AOM :D

+6 votes     reply to comment
GamerKnight Jan 26 2013, 9:57pm says:

Very nice work guys, I will be tracking this one.

Open Source as well, I tip my hat to you :-D.

Clearly you guys are truly indie developers, we need more people like you in the community.

+3 votes     reply to comment
BrandonZ201 Sep 8 2012, 9:27am says:

Best RTS engine!

+4 votes     reply to comment
shnbwmn Jan 28 2012, 2:28am says:

The best free game engine, along with Cube 2 :)

+3 votes     reply to comment
El_Zorro_Loco Dec 3 2011, 9:21pm says:

Hopefully, more developers start using Pyrogenesis to create beautiful rts games on linux :)

+4 votes     reply to comment
saad32 Jun 27 2011, 8:09am says:

how to download

+3 votes     reply to comment
galaxy366 Jun 27 2011, 9:05am replied:

You cant download it I think

+2 votes     reply to comment
feneur Creator
feneur Jul 12 2011, 10:59am replied:

Rather, there's no need to download it separately, if you've downloaded 0 A.D. you have access to the engine. If you want more access (i.e. source code) just get the code via SVN:

+5 votes   reply to comment
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@unFabbioAcaso The more skill the better, but look at and linked pages to see if you find something you can help with

Dec 26 2014, 1:27pm

RT @salaheddin90: Help @play0ad 0 A.D. Empires Ascendant win the @indiedb #ioty2014 Indie of the Year:

Dec 12 2014, 8:48am

Please vote for 0 A.D. in @IndieDB's Indie of the Year:

Dec 12 2014, 4:59am

@EightEx Have you tried again? It really should work fine. If not please contact @sourceforge as we have no control over their servers.

Dec 9 2014, 8:18am

Updates from the 0 A.D. development:

Dec 1 2014, 7:40pm

@_Tarkun_ If you're using Alpha 17, select Tools and Options in the main menu, then Language, and then change to Portuguese to see it.

Dec 1 2014, 7:37pm

@_Tarkun_ See (for translating the game), Brazilian Portuguese is at 96%, but can probably still be improved.

Dec 1 2014, 7:36pm

@mpirescunha For technical issues please use our forums:

Dec 1 2014, 7:29pm

@2pher_c We haven't added any specific features to do that yet. Hopefully we will have it before going to Beta.

Dec 1 2014, 7:21pm

@gamingonlinux We've been busy working on the game. Now we have a new Alpha release out: ;)

Oct 12 2014, 12:12pm

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