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▲ Total Annihilation, rebuilt for modern computers(nanolathe.gg)
116 points by jttnr 2 hours ago | 57 comments
▲modeless an hour ago | parent | next [-]

I recently discovered Beyond All Reason, a spiritual successor to Total Annihilation. There have been several of these, but I think BAR is by far the best. It's open source, but looks nice and is polished. It has amazing quality-of-life features I haven't seen in any other RTS. And it supports insanely huge battles with hundreds of players and tens of thousands of units.

150-player match: https://www.youtube.com/watch?v=gQJujiZ-oz0

https://www.beyondallreason.info/

▲Lucasoato an hour ago | parent | next [-]

Yeah, let me add that it’s a wonderful community. They won’t flame you for failing the frontline because your opponent has been playing the game since day 1.

If you just started, just stay in the backlines and do “eco”, people will be ok with that.

▲techjamie an hour ago | parent | next [-]

That's pretty good to hear. I've taken interest in it from time to time, and downloaded it at one point to spectate matches. It seemed really intimidating to my extremely casual RTS playing self with how much is happening.

Maybe I'll give it another look.

▲modeless an hour ago | parent [-]

There are some single-player missions and modes that you can play to try it out. And I heard there's going to be a commercial release with a full single-player campaign coming out eventually.

▲thebluegecko an hour ago | parent | prev | next [-]

This experience might uh, might not be universal. I found the 8v8 community unhappy when I accidentally threw games while trying to learn. I will say the 1v1 community is very relaxed though. Starting 1v1s or vs bots might lead to a better experience.

▲searealist 9 minutes ago | parent | prev [-]

As someone who has played BAR, it's hard to read this as not being maximally sarcastic.

▲reactordev 4 minutes ago | parent | prev | next [-]

[delayed]

▲thaumasiotes 3 minutes ago | parent | prev [-]

I was struck by something else about Beyond All Reason.

There's a popular Starcraft 2 commentary-and-gameplay streamer, Winter, who spent some time posting commentated BAR games. Videos from this period include direct pleas to his audience to take more of an interest because it's a better game with a better development model.

Then he took BAR off of his main youtube channel because that didn't work. He now seems to operate a separate variety channel with some BAR content.

I think about what this says about the role that marketing plays in people-in-general's choice of pastimes.

▲somat an hour ago | parent | prev | next [-]

Fair enough, but is there an advantage over the spring engine? Another clean room implementation that understands total annihilation data-structures, a project started 20 years ago.

For what its worth, the Total Annihilation derived project with the most attention currently is is BAR https://www.beyondallreason.info/ They decided to make it legally distinct, but it was the balanced annihilation project which was total annihilation rebalanced for better pvp. I don't play too many RTS so this is not authoritative, but BAR plays better than any other rts I have tried, They really care about the fine details of user experience there.

In fact, I consider Chris Taylor(Total Annihilation, Supreme Commander) to be one of if not the greatest RTS designers. His games don't have the fluff people appear to love(looking at you starcraft) but he gets the control design better than anyone else I have seen.

▲ThrowawayR2 10 minutes ago | parent | next [-]

[delayed]

▲PorciiVorbesc 24 minutes ago | parent | prev [-]

>His games don't have the fluff people appear to love(looking at you starcraft)

What fluff (of Starcraft) are you referring to?

▲somat 18 minutes ago | parent [-]

Gratuitous cutscenes, annoying barks everywhere, huge useless animated portraits. It is basically the blizzard polish, looks better than it plays. Not that Starcraft plays bad, but none of the fluff contributes to gameplay. And that gameplay takes a lot more micromanagement than it needs to(some people like this. me, not so much).

▲philipov a minute ago | parent [-]

None of that has anything to do with why starcraft is popular, though. Starcraft has a long history of organized professional competition.

▲philipov an hour ago | parent | prev | next [-]

Planetary Annihilation was made by some of the people who worked on Total Annihilation:

https://store.steampowered.com/app/386070/Planetary_Annihila...

https://en.wikipedia.org/wiki/Planetary_Annihilation

More than just a spiritual successor, imo.

▲jaggederest 36 minutes ago | parent | next [-]

Unfortunately did not even come close to capturing the magic of the original or TASpring / BAR though, sadly. I wanted to like it but it suffered from a lot of sequelitis.

▲ffsm8 an hour ago | parent | prev [-]

That game always felt more like supreme commander then TA to me... Personally I preferred the foss games spawned out of the spring engine like eg zero-k and the previously mentioned beyond all reason over it

▲philipov 41 minutes ago | parent [-]

It's true that the game director Jon Mavor, who wrote the graphics engine for TA, was also the lead programmer on SC. And he's not the only point of confluence between the two games.

▲samstress an hour ago | parent | prev | next [-]

Random meta comment - but have you noticed that especially Codex generated websites tend to have these 01, 02, 03 numbers as part of card layouts? (see the section just below the header). It's almost the em-dash equivalent for AI built website detection.

▲wormius 29 minutes ago | parent [-]

I really despise these AI generated websites, they often look so samey. IDK about the numbering, but the overuse of cards everywhere, and abusing my favorite color schemes (tokyo-night, dracula style), really irritates me (esp, the color schemes, way to ruin even colors, guys).

It makes me dislike whatever they're trying to "sell" (literally or metaphorically). I wish people who wanted to be "creative" would you know... be creative, not just "push button, machine go brrr" which is what half this stuff spits out. Template, generic, no individuality. Hyper "professional" looking (but just "cool" enough to not be completely corporate).

On the other hand some of these look better and are more responsive than older sites that were definitely fuglier, klunky and less responsive. It feels like there's a middle ground, which I think is where good designer comes into play.

▲wobblywobbegong an hour ago | parent | prev | next [-]

Spiritual successor already exists: https://github.com/beyond-all-reason/Beyond-All-Reason

▲Waterluvian an hour ago | parent | prev | next [-]

I love this so much. Something I’m a bit obsessed with lately is watching AIs (the classic kind) battling endlessly in games like this. Total Annihilation is a great fit for it because the maps are often wide open and grand scale.

I think Beyond all Reason has had some 50v50s or close that are a bit ridiculous to watch.

▲nubinetwork 13 minutes ago | parent [-]

TA's ai was pretty dumb, actually... on most maps with unpassable water, they'll happily crank out kbots without building any ships or planes, until it hits the unit limit.

▲haunter an hour ago | parent | prev | next [-]

At this point with the speed AI assisted decomps, remakes, reverse engineered ports, and homebrews come out I think GTA VI will be "released" (not by Rockstar ofc) on PC days after the PS 5 release. Especially that an early leaked dev build, compiled on PC, is already out there which helps a lot with the case.

▲arikrahman an hour ago | parent | prev | next [-]

Love it, hope something for Supcom comes out soon.

▲slightlygrilled 25 minutes ago | parent | next [-]

I have actually been working on this!

With modern tooling, libraries and such, many of supcoms old technical issues can be address. (plus it now works on linux and mac!)

I think I'm close to a like for like version.

And of course the performance its leaps and bounds beyond what supcom could do, in the replies a few down, you can see a 64,000 unit air fight, and I'm pretty sure i can get that going at 60fps plus!

and end game vs the ai, is still 4x realtime, well beyond what supcom could do.

and of course higher player v player battles

https://forum.faforever.com/topic/10451/supcom-moho-engine-r...

▲revolvingthrow 42 minutes ago | parent | prev | next [-]

SupCom FaF has a very long list of changes, I'd guess some of the people behind it already have access to source code. IMO only changes that are still missing is making it multi-threaded and maybe fixing some AI deficiencies such as pathing and the like.

The first would be great, but probably very difficult technically. The second would probably cause a holy war in the community, as multiplayer RTS enjoyers glorify fighting against the genre's jank as an expression of skill (admittedly it would completely change all micro).

▲maqp an hour ago | parent | prev | next [-]

Definitely! Supcoms downfall was the poor threading support and IIRC the in-game AI path finding continuing for destroyed AI units which bogged the game down over time. At least one of them was never fixed properly.

▲theandrewbailey an hour ago | parent [-]

I've played the LOUD mod for years, seems to solve a bunch of performance problems.

https://www.moddb.com/mods/loud-ai-supreme-commander-forged-...

▲lysecret an hour ago | parent | prev | next [-]

man i played so much supcom every time we played at like 2fps in the end haha

▲rs_rs_rs_rs_rs an hour ago | parent | prev [-]

The game still looks great, what's stopping you from playing it?

▲ls612 an hour ago | parent [-]

It has some major technical flaws which hold it back even on modern hardware. Something I’m sure a model can fix.

▲avhception 43 minutes ago | parent | prev | next [-]

The Supreme Commander community, the spiritual successor to Total Annihilation, still has an active community here: https://faforever.com/ "Forged Alliance Forever" is also a great mod, balancing changes, game lobbies and whatnot.

▲talloaktrees 30 minutes ago | parent | prev | next [-]

People in the comments are misundertsanding the difference between a faithful remake and a "spritual successor" with completely different units, gameplay, and content.

▲foolfoolz an hour ago | parent | prev | next [-]

TA is an amazing game. Forged Alliance is a better game because it was made 10 years later. The open source FAF project to mod it and keep it alive can only go so far without engine replacement. I’m hoping we can see something like this for Forged Alliance. BAR is a TA clone, missing out on the structural improvements from Forged Alliance

▲rcxdude 38 minutes ago | parent [-]

Yeah, BAR is more modern but doesn't have the feel I enjoy in FA. It's a little too... small scale and cartoony for my liking.

▲amiantos 41 minutes ago | parent | prev | next [-]

I wonder how long it will take society to move past the idea of intellectual property being a thing you can own / control / solely exploit. It seems to me that in the future, the spoils will go to the most motivated. Which is already how it works, but money has been the dividing factor: I am thinking of the web game Pandemic 2, it came out as an ugly flash game but it was a lot of fun. Then, another guy (who was on the Shacknews forum at the time) saw it, and I guess he had some money, so he hired artists and engineers and copied the game, creating Plague Inc, a much slicker and polished version of Pandemic 2. We should all be familiar with Plague Inc, as that guy is certainly a multi-millionaire now. But all he did was put more effort into some other idea he liked. It seems to me that this Total Annihilation port, and projects like Beyond All Reason, show that in some cases, humans can appreciate the idea that intellectual property isn't really locked up if the owners aren't exploiting it themselves. We just need to move the needle a little further: if you aren't properly exploiting your intellectual property, and someone else who is more motivated can do it better, that's fair game. Isn't that how it already works in so many cases, anyway? We're all just trying to build better widgets than each other, often just the same widget in so many different variants.

▲declan_roberts 40 minutes ago | parent | next [-]

I don't think that's likely. A patent has always told everybody exactly how to re-create your magic. The protection never came from difficulty.

▲12h4atr 33 minutes ago | parent | prev [-]

Did you attend the Roy Cohn school of ethics like Trump?

▲dgently7 an hour ago | parent | prev | next [-]

i never played ta, but "beyond all reason" is worth mentioning as it seems to be also a more modern (relatively) take on ta. mostly similar units but a 3d engine etc. Also open source and free to play wo any of the dark patterns that pervert most modern multiplayer online games. "battle passes" , "pay to win", gambling "crates"

▲nirav72 an hour ago | parent | prev | next [-]

The best thing about TA years after it was released was the mod scene. Specifically around AI and unit mods. Because of that we kept playing it well until SupCom forged alliance was released.

▲AlexErrant an hour ago | parent | prev | next [-]

I love the TA soundtrack. (Pity about Jeremy Soule being an alleged predator.) The old RTS games (Age of Empires, Starcraft, Red Alert) had such great soundtracks.

▲Nition 41 minutes ago | parent | prev | next [-]

> The original isometric view gains a new sense of scale.

Come on ChatGPT/Claude, you're smart enough to know the original wasn't an isometric perspective. It was directly top-down, no camera rotation. 3D over 2D terrain with a heightmap.

▲markus_zhang an hour ago | parent | prev | next [-]

Guess this is going to be the norm and we will soon run out of games to decompile.

▲dwroberts 43 minutes ago | parent | prev | next [-]

Why does it have the name nanolathe attached? What is that about? You can’t just steal an entire commercial game and give it a new name and pretend it’s your own thing

▲someotherperson an hour ago | parent | prev | next [-]

Cool! I wonder if Total Annihilation: Kingdoms would be supported!

▲Retr0id 37 minutes ago | parent | prev | next [-]

"Dynamic lighting / Bloom / Glow"

Heh. I did my own game engine rewrite project recently, and once it reached parity I started thinking "ok so how can I make it look better?". I also added bloom, and on some level it did look kinda cool but ultimately I decided it was tacky. No offense to OP but I think the graphical "enhancements" here are also pretty tacky (but I totally understand the urge to add them!)

▲DaveChurchill an hour ago | parent | prev | next [-]

Do people understand how bad these AIslop websites look?

▲ygra an hour ago | parent | next [-]

I found it very tiring to read, actually.

▲joefourier an hour ago | parent [-]

I can get past the AI slop design myself, but the writing style is absolutely grating, especially the short repetitive phrases.

"Punchy phrase. No X." "An open engine. Room to make it your own. "Same scene. Same instant. The same explosion. A different atmosphere." "A few things to know. The short answers."

Why is it always the same? What awful post-training, or synthetic data training pipeline, or RLHF gone wrong, produced this homogenised, low variety slop style? And it's totally possible for LLMs to write actually decent or at least varied prose and I would think Anthropic (or OpenAI) has the resources to fix the issue, they just choose not to.

Marketing copy wasn't this homogenous prior to LLMs, unless my memory fails me.

▲jasondigitized an hour ago | parent | prev | next [-]

What exactly looks bad about it? These models have been trained on high converting UX patterns. They are definitely homogenous but I am not sure they look bad.

▲ThrowawayR2 21 minutes ago | parent | next [-]

> "high converting UX patterns"

That _is_ the problem: ostensibly serious writing laced with marketing / clickbaity patterns is off-putting.

▲DaveChurchill 35 minutes ago | parent | prev [-]

The homogenization of the internet. The worst corporate speak PR pages are now what gets generated for every pet project

▲rfgplk 39 minutes ago | parent | prev [-]

My biggest complaint (as always) is that the performance is abysmal. I wasn't going to click on it, but after reading this comment went in and tried to play the demo.

A) I was hit by a multiple _second_ load time (on a 1Gbps pipe btw)

B) The in game cursor was _visibly_ lagging

C) The gameplay itself was stuttery (and I am almost certain there is a hard one frame delay between most actions)

Then I thought, alright it could be Firefox, so I loaded it up in a fresh chromium image, and somehow it's worse. Then finally I looked at the source and it's very obvious why the performance is atrocious (the guy didn't really bother to tell his agent, "hey man, let's benchmark this and keep performance in check, maybe don't spam a billion draw calls everywhere y'know, maybe

Values below are medians across runs, including the median of each run's maximum tick time. Each pair reads *Go 1.25.0 → Go 1.27.1*; timings are ms.

| Mode | Process CPU/tick | Wall p50 | Wall p95 | Run maximum | Allocated bytes/tick |

|---|---:|---:|---:|---:|---:|

| Modern | 1.877 → 1.812 | 1.744 → 1.665 | 2.765 → 2.705 | 8.934 → 8.740 | 86,428 → 86,428 |

| Strict 3.1 | 1.210 → 1.101 | 1.144 → 1.041 | 1.577 → 1.498 | 4.555 → 4.594 | 19,871 → 19,871 |

| Community 3.9 | 1.591 → 1.447 | 1.433 → 1.290 | 2.407 → 2.299 | 9.323 → 9.310 | 16,721 → 16,721 |

fix this y'know ")

▲monster_truck 13 minutes ago | parent | prev | next [-]

The non slop version would be Zero-K

▲pdntspa an hour ago | parent | prev | next [-]

Eat your heart out, Spring Engine

▲rvz an hour ago | parent | prev | next [-]

> Same scene. Same instant.

closes tab.

▲Jabrov an hour ago | parent | prev [-]

So sick and tired of AI websites