Files
OpenRA3/docs/ROADMAP.md
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EnderTheCoder b6d619254d v0.3.0: display abstraction, map-browser menu, SAGE terrain tiling/blends
- ra3.client::display: shared interactive loops; SDL and Vulkan backends
  implement only the primitives (init/present/poll_event/window_size/
  key_down/present_terrain). ra3.display picks the backend.
- Menu: maps by localized name (gamestrings.csf), red/gold theme, hover
  highlight, mouse + keyboard, wheel scroll, fullscreen and FPS/vsync
  options, loading progress bar.
- Terrain: continuous tile sampling via a texture array (REPEAT, uv =
  cell/(2*cellSize)) removes per-cell grid seams; SAGE blend ramp for
  material transitions; FPS label + top-right minimap overlays.
- Skip the skirmish sim for map views; reuse the Vulkan texture; no idle
  terrain redraw.
2026-09-20 02:20:39 +08:00

3.4 KiB

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

  • 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.
  • 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).
  • 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.
  • v0.3.2 — real terrain. ra3.terrain parses the map's HeightMapData and BlendTileData and rasterises the actual terrain from the install's Terrain.big tile textures (top-down, elevation-shaded), replacing the <map>_art.tga overview as what render draws.
  • v0.3.0 — real balance + skirmish + Vulkan. ra3.data pins the retail numbers (damage types, ArmorTemplate percentages, weapons, units, structures, ore economy) audited from EA's open RA3 XML; ra3.skirmish is rebuilt on them (armour resolution, weapon target masks, pay-as-you-go build queue, power, tech prerequisites, refinery ore cycle, team-wipe victory); and ra3.vulkan replaces the presentation stack with Vulkan (SDL3 surface, embedded SPIR-V), with a null fallback where no loader exists.

Next

  • v0.3.1 — tactical map view. The Vulkan/SDL viewer reproduces the retail tactical view (TheTacticalView, ra3_1.12.game 0x00cdb7b4): opens centred on the player's start, wheel zoom, edge scroll and clamped pan. A hand-rolled HUD was tried and removed — the real in-game interface is .apt art that must be recovered first, so it is not on the near roadmap.
  • v0.4.0 — real update modules. Locomotor movement, projectiles and warheads, build placement, shroud, and pathfinding, driven by the GameObject module set recovered from the binary.
  • v0.5.0 — data-driven content. Deserialise the compiled assets (global.bin/static.*.bin + .manifest) so ra3.data reads the install instead of pinned constants; real maps, models and strings.
  • v0.6.0 — full renderer. Perspective terrain (the heightmap is decoded but drawn top-down today), W3D models and the full in-game client on Vulkan, plus input.

Cross-cutting tracks

  • RE depth — keep recovering retail layouts (see 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.