- 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.
61 lines
3.4 KiB
Markdown
61 lines
3.4 KiB
Markdown
# Roadmap
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OpenRA3 is a very large undertaking. This roadmap is deliberately honest about
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scope: reconstructing a 2008 RTS engine from a decompiler plus a related open
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engine is a multi-year, multi-person effort. The milestones below are ordered so
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that each one produces something that builds and runs.
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## Done
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- [x] **v0.0.1 — skeleton + minimal skirmish.** C++26 modules, GCC 16,
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CMake/Ninja, Docker `dev`/`deploy`, GitLab CI. Reads `BIG4`/RefPack data
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from a local install, recovers map start waypoints, and runs a
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deterministic headless two-player skirmish to a decision.
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- [x] **v0.1.0 — map renderer + window.** Software ARGB framebuffer, TGA
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decoder for the map art, BMP output, map/grid/unit compositing, and an
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SDL3 window viewer (pan/zoom).
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- [x] **v0.2.0 — dual toolchain.** Switched to Clang + libc++ with
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`import std;` in every module; added an isolated Windows cross-build
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(llvm-mingw + SDL3 MinGW) producing `openra3.exe` + `SDL3.dll`, alongside
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the Linux build. Both images are separate to keep the toolchains apart.
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- [x] **v0.3.2 — real terrain.** `ra3.terrain` parses the map's `HeightMapData`
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and `BlendTileData` and rasterises the actual terrain from the install's
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`Terrain.big` tile textures (top-down, elevation-shaded), replacing the
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`<map>_art.tga` overview as what `render` draws.
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- [x] **v0.3.0 — real balance + skirmish + Vulkan.** `ra3.data` pins the retail
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numbers (damage types, `ArmorTemplate` percentages, weapons, units,
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structures, ore economy) audited from EA's open RA3 XML; `ra3.skirmish` is
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rebuilt on them (armour resolution, weapon target masks, pay-as-you-go
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build queue, power, tech prerequisites, refinery ore cycle, team-wipe
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victory); and `ra3.vulkan` replaces the presentation stack with Vulkan
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(SDL3 surface, embedded SPIR-V), with a null fallback where no loader
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exists.
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## Next
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- [ ] **v0.3.1 — tactical map view.** The Vulkan/SDL viewer reproduces the
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retail tactical view (`TheTacticalView`, `ra3_1.12.game` `0x00cdb7b4`):
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opens centred on the player's start, wheel zoom, edge scroll and clamped
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pan. A hand-rolled HUD was tried and removed — the real in-game interface
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is `.apt` art that must be recovered first, so it is not on the near
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roadmap.
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- [ ] **v0.4.0 — real update modules.** Locomotor movement, projectiles and
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warheads, build placement, shroud, and pathfinding, driven by the
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`GameObject` module set recovered from the binary.
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- [ ] **v0.5.0 — data-driven content.** Deserialise the compiled assets
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(`global.bin`/`static.*.bin` + `.manifest`) so `ra3.data` reads the
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install instead of pinned constants; real maps, models and strings.
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- [ ] **v0.6.0 — full renderer.** Perspective terrain (the heightmap is decoded
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but drawn top-down today), W3D models and the full in-game client on
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Vulkan, plus input.
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## Cross-cutting tracks
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- **RE depth** — keep recovering retail layouts (see
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[`REVERSE_ENGINEERING.md`](REVERSE_ENGINEERING.md)); every structure gets an
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address citation and a test.
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- **Determinism & replay** — the logic random stream and frame ordering must be
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reproducible; replay format and a golden-replay test suite.
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- **Offline only** — no online mode. Multiplayer, if pursued, is LAN lockstep on
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the message stream, never an online service.
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