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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

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Markdown

# 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.
- [x] **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.
- [x] **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`](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.