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# Roadmap
OpenRA3 is a very large undertaking. This roadmap is deliberately honest about
scope: reconstructing a 2008 RTS engine from a decompiler plus a related open
engine is a multi-year, multi-person effort. The milestones below are ordered so
that each one produces something that builds and runs.
## Done
- [x] **v0.0.1 — skeleton + minimal skirmish.** C++26 modules, GCC 16,
CMake/Ninja, Docker `dev`/`deploy`, GitLab CI. Reads `BIG4`/RefPack data
from a local install, recovers map start waypoints, and runs a
deterministic headless two-player skirmish to a decision.
- [x] **v0.1.0 — map renderer + window.** Software ARGB framebuffer, TGA
decoder for the map art, BMP output, map/grid/unit compositing, and an
SDL3 window viewer (pan/zoom).
- [x] **v0.2.0 — dual toolchain.** Switched to Clang + libc++ with
`import std;` in every module; added an isolated Windows cross-build
(llvm-mingw + SDL3 MinGW) producing `openra3.exe` + `SDL3.dll`, alongside
the Linux build. Both images are separate to keep the toolchains apart.
## Next
- [ ] **v0.1.1 — correct world calibration.** Parse the map heightmap
dimensions (and `MPPositionList` starts) so the unit overlay lines up with
the map art instead of using an assumed world size.
- [ ] **v0.2.0 — data & file formats.** Parse compiled gameplay assets
(`GameObject`, `WeaponTemplate`, `ArmorTemplate`, `LocomotorTemplate`) so
units use the real balance numbers instead of OpenRA3's stand-ins.
- [ ] **v0.3.0 — deterministic simulation.** Real update modules, locomotor
movement, weapons/damage/armour resolution, build queues and the tech
tree, pathfinding and shroud.
- [ ] **v0.4.0 — AI.** Skirmish AI: build states, team composition, attack
waves (the reference tree's `AI*` modules).
- [ ] **v0.5.0 — full renderer.** Terrain heightmap rendering, W3D models and a
D3D9/Vulkan/OpenGL client backend implementing `ra3::client::display`,
plus full input.
- [ ] **v0.6.0 — content.** Load real maps, units, powers and strings; play a
skirmish end-to-end with a UI.
## Cross-cutting tracks
- **RE depth** — keep recovering retail layouts (see
[`REVERSE_ENGINEERING.md`](REVERSE_ENGINEERING.md)); every structure gets an
address citation and a test.
- **Determinism & replay** — the logic random stream and frame ordering must be
reproducible; replay format and a golden-replay test suite.
- **Offline only** — no online mode. Multiplayer, if pursued, is LAN lockstep on
the message stream, never an online service.