samiul@portfolio:~/projects/eaw-multithread-engine$ cat README.md
15 Empire at War Engine
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