samiul@portfolio:~/projects/eaw-multithread-engine$ cat README.md

15 Empire at War Engine

[engine] [c++] [updated 2026-08] [★ featured]

A deterministic multithreaded rebuild of the Empire at War simulation. Same outcomes, proven by tests.

samiul@portfolio:~/projects/eaw-multithread-engine$ cat problem.txt

The 2024 64-bit remaster still runs its simulation on one thread, measured at 40–75% of a single core while the rest sit idle. Big battles bog down, and every mod inherits the limit.

samiul@portfolio:~/projects/eaw-multithread-engine$ cat build.log

A deterministic, multithreaded reimplementation of the EAW simulation core running on real game data: 3D pathfinding, two-phase parallel combat, events and timers, taskforces, planets, perception-driven AI and the documented Lua mod surface. 16 test suites stay green, and sim_tool --compare proves identical outcomes at any worker count, with a 2.39x speedup at 1,520 units a side. Full mod compatibility (Thrawn's Revenge, EAW Remake) is a hard requirement. Plan: performance DLL first, full engine later.

samiul@portfolio:~/projects/eaw-multithread-engine$ cat highlights.txt

  • Deterministic at any worker count, proven by sim_tool --compare
  • Two-phase parallel combat and 3D pathfinding on real game data
  • 2.39x speedup at 1,520 units/side
  • 16 test suites green across the engine core

samiul@portfolio:~/projects/eaw-multithread-engine$ cat stack.toml

# eaw-multithread-engine

lang = "c++"

target = "eaw 2024 64-bit remaster"

core = "deterministic multithreaded sim"

proof = "16 suites, sim_tool --compare"

speedup = "2.39x @ 1,520 units/side"

stack = ["C++", "Lua"]

samiul@portfolio:~/projects/eaw-multithread-engine$ git remote -v

interactive shell: try help, ls, open 04, phosphor amber

SH‑TERM  ▚  MODEL 2026