The engine now runs on a plain Web Worker (no SDL, no PROXY_TO_PTHREAD: in a pthread Emscripten proxies every filesystem syscall to the main browser thread, where synchronous XHR - and thus FS.createLazyFile - is forbidden). A page/worker pair transfers an OffscreenCanvas and forwards DOM input; assets load lazily from an embedded manifest, so entering a map fetches only that map and its tiles. Presentation: ra3.webgpu (WebGPU via Emscripten's emdawnwebgpu port, WGSL shaders, the default on wasm) and ra3.wasmgl (WebGL2, GLSL ES). The legacy SDL ra3.webgl backend is removed.
17 KiB
OpenRA3
A from-scratch, portable re-implementation of Command & Conquer: Red Alert 3
in C++26 using C++ modules and import std;, built with Clang for
both Linux and Windows.
Red Alert 3 runs SAGE 2.0. EA never released that engine's C++ source, but it
did open-source the closely related SAGE 1.0 engine as
electronicarts/CnC_Generals_Zero_Hour
(GPLv3). OpenRA3 uses that tree as the architectural reference and reconstructs
the RA3-specific behaviour by decompiling the retail ra3_1.12.game binary with
Ghidra.
OpenRA3 ships no game assets or binaries. You must own Red Alert 3. The engine reads your own local installation at runtime; nothing from it is ever copied into this repository. Command & Conquer and Red Alert are trademarks of Electronic Arts; this project is unaffiliated with and unsupported by EA.
Status
OpenRA3 is at v0.6.0. The engine compiles and runs headless, and a minimal
skirmish is playable: it reads a real multiplayer map out of your install,
recovers the player start waypoints, and simulates two sides building a base,
extracting ore and fighting until one side is wiped out. The balance is the
retail Red Alert 3 balance, pinned in ra3.data from EA's open RA3 XML:
damage types, ArmorTemplate percentages, weapon target masks, build costs and
the ore economy. Presentation offers Vulkan (ra3.vulkan), Direct3D 11 / 12
(ra3.dx), WebGPU (ra3.webgpu, the wasm worker backend) and WebGL 2
(ra3.wasmgl, the SDL-free wasm worker fallback) GPU backends with an SDL
software blit and null fallbacks; the backend is selectable from the in-game menu
and the software renderer still produces headless images. Terrain tiles
cross-fade the way the retail Terrain.fx does (a per-cell blend ramp plus a
gutter-padded atlas), so material boundaries are smooth instead of a grid of
hard lines. An in-window menu lists the maps by their localized name and
exposes every render/skirmish option for tweaking before launch. The whole tree
builds for Linux (clang + libc++) and cross-compiles to Windows
(openra3.exe + SDL3.dll) with llvm-mingw — both using C++26 modules and
import std;.
$ openra3 skirmish --game-dir "/game" --map map_mp_2_feasel4
OpenRA3 skirmish map=map_mp_2_feasel4 source=archive:map_mp_2_feasel4 seed=1
start positions:
P0 (1338, 1940)
P1 (1291, 1404)
result: decided winner=0 frames=9293 (309.8 s)
P0 Commander Allied money= 700 units=15 kills=21 losses=15
P1 AI Soviet money= 376 units= 0 kills=15 losses=21
Offline only
OpenRA3 implements offline skirmish and, eventually, LAN/single-player. There is deliberately no online mode: no EA account, no online service, no matchmaking, no GameSpy/Steam integration, and no networking in the simulation. The match loop is deterministic and self-contained so it can be replayed and tested without any external service.
Assets
The runtime reads a portable assets/ folder next to the executable — there
is no --game-dir at run time. The build extracts it from your install:
openra3_assets(build target) runscmake/extract_assets.cmake, which- extracts every map (double-unwrapped
CkMp) and terrain TGA intoassets/via the engine's ownopenra3 extract; - with
-DOPENRA3_EXTRACT_ALL=ON(default) also dumps every.bigentry plus models, textures (.png), sound effects/voice and movie audio via thera3-headless/ra3toolsscripts.
- extracts every map (double-unwrapped
- CMake cache vars:
RA3_GAME_DIR(defaultC:/Red Alert 3),RA3TOOLS_DIR(thera3toolsscripts),PYTHON_EXECUTABLE. - The step is skipped when the exe cannot run on the build host (a Windows
cross-build in a Linux container); the exe then extracts maps/terrain on first
launch, and the full dump can be run explicitly:
cmake --build <build> --target openra3_assetson a native host, oropenra3 extract --game-dir DIR --out DIR.
No game data is committed or distributed. reference/, assets/ and the
ra3tools checkout are git-ignored. Without an install the engine falls back to a
built-in test map so the project still builds and runs in CI.
Layout
| Path | Purpose |
|---|---|
src/core/ra3.core.cppm |
fundamental types, math, strings, random, message stream |
src/logic/ra3.logic.cppm |
objects, players, teams, spatial partition, game loop |
src/client/ra3.client.cppm |
display abstraction + shared interactive loops + client facade |
src/display/ra3.display.cppm |
picks the backend (Vulkan/D3D11/D3D12/WebGL, then SDL) for the app |
src/game/ra3.game.cppm |
RA3 sides, player templates, skirmish defaults |
src/data/ra3.data.cppm |
retail RA3 balance: damage types, armour, weapons, units, economy |
src/fs/ra3.fs.cppm |
BIG4 archives, RefPack codec, local install locator |
src/map/ra3.map.cppm |
map catalog, EAR/RefPack unwrap, start waypoints, gamestrings.csf display names |
src/skirmish/ra3.skirmish.cppm |
base building, economy, AI, combat, win condition |
src/terrain/ra3.terrain.cppm |
CkMp terrain: HeightMapData, BlendTileData (tiles + blends), Terrain.big tiles |
src/render/ra3.render.cppm |
ARGB framebuffer, TGA decode, BMP encode, map compositing, bitmap-font text |
src/ui/ra3.ui.*.cppm |
SDL3 window viewer and menu (null backend when SDL3 is absent) |
src/vulkan/ra3.vulkan.*.cppm |
Vulkan presentation backend and menu (null fallback without a loader) |
src/dx/ra3.dx.*.cppm |
Direct3D 11/12 presentation backend (runtime HLSL; null fallback off Windows) |
src/wasmgl/ra3.wasmgl.*.cppm |
SDL-free wasm backend: engine on a Web Worker, WebGL2 on an OffscreenCanvas, lazy assets (null fallback off Emscripten) |
src/webgpu/ra3.webgpu.*.cppm |
WebGPU wasm backend (Dawn emdawnwebgpu, WGSL; the default on wasm, falls back to ra3.wasmgl) |
third_party/libenderlog/ |
vendored C++26 module logger (import ender.log;, MIT) with a native stack fallback for libc++ |
src/ra3.cppm |
umbrella module re-exporting the SDK |
apps/openra3/main.cpp |
menu / maps / skirmish / render CLI |
tests/ra3_tests.cpp |
smoke tests (run via ctest) |
tools/ |
reference fetch + Ghidra-driven reconstruction helpers |
docs/ |
architecture & master plan, reverse-engineering notes |
Dockerfile |
Linux build image (dev toolchain + deploy runtime) |
Dockerfile.win |
isolated Windows cross-build image (llvm-mingw + SDL3 MinGW) |
cmake/toolchains/ |
llvm-mingw-x86_64.cmake cross toolchain |
scripts/ |
build-linux.sh / build-windows.sh one-shot builders |
.gitlab-ci.yml |
build both targets → test → package pipeline |
Why Clang + import std;
The engine never #includes the standard library: every module does
import std;. CMake's support for that (CXX_MODULE_STD) works today with
Clang + libc++. Linux uses the distro clang (LLVM 21); Windows cross-compiles
with llvm-mingw (clang 23 + libc++ +
the libc++ std module). The two toolchains live in separate images so
their compilers and standard libraries never interfere.
Build
The host needs no toolchain: each target builds inside its own image.
# Linux (amd64) -> build/linux/bin/openra3 + .deb
scripts/build-linux.sh
# Linux/arm64 -> build/linux-arm64/bin/openra3 + .deb (cross)
scripts/build-linux-arm64.sh
# Debian (amd64) -> build/debian/bin/openra3 + .deb
scripts/build-debian.sh
# Debian (arm64) -> build/debian-arm64/bin/openra3 + .deb (cross)
scripts/build-debian-arm64.sh
# Windows (x86_64) -> build/windows/bin/openra3.exe + SDL3.dll, .zip, .msi
scripts/build-windows.sh
# Windows (arm64) -> build/windows-arm64/bin/openra3.exe + SDL3.dll, .zip (cross)
scripts/build-windows-arm64.sh
# WebAssembly -> build/wasm/bin/index.html (+ openra3.js/.wasm, openra3.worker.js)
scripts/build-wasm.sh
Every target is cross-built from x86_64 Linux in its own image: llvm-mingw for
the Windows targets, clang + libc++ with dpkg multiarch for the arm64 targets,
and Debian/Ubuntu-specific images for the .deb packages.
Or drive Docker directly:
docker build --target dev -t openra3-linux:local .
docker run --rm -v "$PWD:/work" -w /work openra3-linux:local \
cmake -S . -B build/linux -G Ninja -DCMAKE_BUILD_TYPE=Release
docker run --rm -v "$PWD:/work" -w /work openra3-linux:local cmake --build build/linux -j
docker run --rm -v "$PWD:/work" -w /work openra3-linux:local ctest --test-dir build/linux --output-on-failure
docker build -f Dockerfile.win --target dev -t openra3-windows:local .
docker run --rm -v "$PWD:/work" -w /work openra3-windows:local \
cmake -S . -B build/windows -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-x86_64.cmake \
-DCMAKE_BUILD_TYPE=Release
docker run --rm -v "$PWD:/work" -w /work openra3-windows:local cmake --build build/windows -j
Behind a slow or blocked mirror, pass --build-arg APT_MIRROR=<url>.
The two images are deliberately separate so the Linux (clang + libc++) and
Windows (llvm-mingw + MinGW SDL3) toolchains never interfere. The Windows demo
is build/windows/bin/openra3.exe next to SDL3.dll:
# show a real map in a Vulkan window
openra3.exe render --game-dir "C:\Red Alert 3" --vulkan
Vulkan is provided by vendored volk + headers (third_party/), resolved at
runtime, so neither image needs a Vulkan SDK.
WebAssembly
OpenRA3 also builds to WebAssembly with Emscripten (scripts/build-wasm.sh),
producing openra3.js + .wasm plus the index.html page and
openra3.worker.js bootstrap. The browser gets the same GPU renderer as the
desktop builds: the engine runs on a Web Worker (no SDL, no blocking of the
page) and draws into an OffscreenCanvas handed over by the page. The default
wasm backend is ra3.webgpu (WebGPU, WGSL shaders via Emscripten's
emdawnwebgpu port); it falls back to ra3.wasmgl (WebGL2, the GLSL ES
ports of the desktop shaders) when WebGPU is unavailable. The page keeps the DOM
(input, resize) and forwards events to the worker, so the main thread stays
responsive.
Because the runtime's main thread lives in the worker, its filesystem is local
to it and assets load on demand: point OPENRA3_WEB_ASSETS at the extracted
asset tree and the build embeds an assets.manifest.json; at startup the worker
registers every listed file as a lazy file, so the browser fetches a file only
when the engine first opens it (entering a map pulls just that map and the tiles
it uses, not the whole tree).
# build (generates the manifest from the extracted assets, embeds it)
OPENRA3_WEB_ASSETS=/path/to/assets scripts/build-wasm.sh
# serve the build output (Range-capable, COOP/COEP; --assets is the lazy tree)
python3 apps/web/serve.py --root build/wasm/bin --assets /path/to/assets
# open http://localhost:8199/index.html
The engine's frame loops are blocking; the wasm build yields to the worker's
event loop via Asyncify (display::sleep_frame calls emscripten_sleep), so
the page repaints and handles input. Log records go to console.log at their
real level (the console sink uses stdout on the web instead of stderr). Without
OPENRA3_WEB_ASSETS the module still loads and starts, but exits at the menu
because no maps are found.
Packages
CPack produces the release artifacts; the Docker images and CI run it for every target.
| Target | Portable | Installer |
|---|---|---|
| Linux amd64 (Ubuntu 26.04) | .tar.gz |
openra3_<v>_amd64ubuntu26.04.deb |
| Linux arm64 (Ubuntu 26.04) | .tar.gz |
openra3_<v>_arm64ubuntu26.04.deb |
| Linux amd64 (Debian 13) | .tar.gz |
openra3_<v>_amd64debian13.deb |
| Linux arm64 (Debian 13) | .tar.gz |
openra3_<v>_arm64debian13.deb |
| Windows x86_64 | openra3-<v>-windows-x86_64.zip |
openra3-<v>-windows-x86_64.msi |
| Windows arm64 | openra3-<v>-windows-arm64.zip |
(WiX-only; see below) |
The .deb dependencies are derived from the binary with dpkg-shlibdeps. The
.msi is built with wixl (msitools) straight from the Linux cross image;
wixl 0.106 has no arm64 support, so Windows/ARM64 ships the portable .zip
(the MSI toolchain for ARM64 would be WiX v4 via the .NET SDK).
Logging
Every run writes openra3.log next to the executable through the vendored
libenderlog module (import ender.log;). A file
sink archives the previous log to openra3.log.<YYYYmmdd-HHMMSS> on open, so
each run gets its own file; the active file rotates at 4 MiB and the last 10
archives are kept. Records at warn and above carry a call stack (Windows
CaptureStackBackTrace / POSIX execinfo, because libc++ has no
<stacktrace>). A hard crash also writes openra3_crash.log with the faulting
module and a raw backtrace.
Running a skirmish
# list the maps in your install
docker run --rm -v "/path/to/Red Alert 3:/game:ro" openra3-linux:local \
/work/build/linux/bin/openra3 maps --game-dir /game
# play a headless skirmish on a real map
docker run --rm -v "/path/to/Red Alert 3:/game:ro" openra3-linux:local \
/work/build/linux/bin/openra3 skirmish --game-dir /game --map map_mp_2_feasel4 --seed 7
The Windows build is a native openra3.exe — copy it next to SDL3.dll and run
it from cmd/PowerShell, e.g. openra3.exe skirmish --game-dir "C:\Red Alert 3".
--frames N caps the simulation length (default 15 minutes of game time at
30 Hz). The result is deterministic for a given map and seed.
Menu
Run openra3 with no arguments (or openra3 menu) to open a window listing the
maps by their localized display name (read from the install's
gamestrings.csf, e.g. map_mp_2_feasel4 → "Battlebase Beta") with their id
below. The Options column exposes every render/skirmish parameter — mode
(3D terrain / top-down / skirmish), window size, camera pitch/yaw/height, FOV,
zoom, terrain scale, terrain pitch, world size, seed, frame cap, the overview
thumbnail toggle and a BMP output path. Up/Down selects, Left/Right
changes a value (or moves the text caret on the BMP field), Tab switches
between the map list and the options, Enter starts and Esc quits. Starting a
3D or top-down view opens the viewer; closing it returns to the menu. When no
window backend is available the same flow falls back to a console picker, and
openra3 menu-preview renders one menu frame to a BMP for inspection.
Rendering the map
render draws the real terrain: it parses the map's HeightMapData
(elevation grid) and BlendTileData (per-cell tile index plus the per-cell
Blends/ThreeWayBlends and their BlendDescriptions), loads the tile
textures from Data\Terrain.big (RefPack + TGA), and rasterises the map with an
elevation shade. Each cell cross-fades into its blend neighbour with the same
linear ramp the retail Terrain.fx uses, so material transitions are smooth; on
the GPU path the tile atlas is padded with a replicated gutter so filtering
never bleeds between tiles. Match state is overlaid (start markers in yellow,
player 0 in blue, player 1 in red). --thumbnail uses the old <map>_art.tga
overview instead.
Offscreen image (works anywhere, no display needed):
docker run --rm -v "/path/to/Red Alert 3:/game:ro" -v "$PWD/out:/out" openra3-linux:local \
/work/build/linux/bin/openra3 render --game-dir /game --map map_mp_2_feasel4 --out /out/map.bmp
On Windows the same command runs natively: openra3.exe render --game-dir "C:\Red Alert 3" --map map_mp_2_feasel4 opens an SDL3 window.
Interactive window (Vulkan with --vulkan, otherwise SDL3). The camera
follows the retail tactical view: it opens centred on the first player's start,
the wheel zooms, pushing the cursor against a screen edge scrolls, dragging with
the left button pans, and Esc quits. --zoom Z sets the initial zoom (1 fits
the whole map). In a container you need an X server on the host — on Windows run
VcXsrv and launch it with "Disable
access control", then:
docker run --rm -v "/path/to/Red Alert 3:/game:ro" -e DISPLAY=host.docker.internal:0.0 \
openra3-linux:local /work/build/linux/bin/openra3 render --game-dir /game --map map_mp_2_feasel4
If no display is available the viewer falls back to writing openra3_view.bmp.
The unit overlay uses an approximate world scale (--world-size, default
5120); exact calibration from the map's heightmap is on the roadmap.
Reverse engineering
The reconstruction is driven by Ghidra against the retail binary. See
docs/REVERSE_ENGINEERING.md for the workflow and
the recovered symbol map, and tools/ for the helpers.
License
Project code: GPLv3, matching the CnC_Generals_Zero_Hour reference (see
LICENSE).