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Feature Status Overview
Kevin Hake edited this page Jul 13, 2022
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This page describes the current status of feature support within the engine.
See also Roadmap for an overview of what is being worked on. The Projects section also contains more details the current development tasks.
| Symbol | Meaning |
|---|---|
| βοΈ | Supported |
| π§ | Partially Supported |
| β | Not Supported |
| π€·ββοΈ | Irrelevant |
- π§ GUI file support
- βοΈ main menu
- βοΈ single player menu
- βοΈ skirmish menu
- π§ map selection dialog
- working but some known issues
- π§ loading screen
- sort of implemented internally but never actually appears, as RWE loads everything on the main thread which freezes rendering
- β campaign menu
- π€·ββοΈ options menu
- handled by RWE launcher
- π€·ββοΈ multi player menu
- handled by RWE launcher
- β post-game results screen
- βοΈ map terrain rendering
- βοΈ performance optimizations
- βοΈ unit model rendering
- βοΈ team colors
- β animated textures
- βοΈ unit shadows
- π§ unit shading
- flat shading only (when enabled), no Gouraud shading
- β performance optimizations
- rendering units is very slow and will be unacceptably slow for large games
- βοΈ sprite-based features
- βοΈ model-based features
- β animated features
- β performance optimizations
- rendering features is very slow and will be unacceptably slow for maps with lots of features
- βοΈ lasers
- βοΈ sprite-based projectiles
- π§ model-based projectiles
- known issues with orientation of some projectiles
- π§ lightning
- placeholder effect similar to laser
- β mindgun
- βοΈ weapon impact explosion
- βοΈ unit death explosion
- βοΈ weapon smoke
- π§ nanolathe effect
- placeholder effect (green line), no particle system yet
- β wind influence on smoke
- β "white flash" effect
- β
explodecalls from script- bitmap explosions, shatter, flying debris, etc.
- β
emit-sfxcalls from script- smoke, wakes, thrusters, etc.
- β screen shake
- βοΈ health bars
- π§ waypoint indicators
- βοΈ cursor graphics (thanks Skirmisher!)
- βοΈ building rectangles
- π§ waypoint lines (just crude green lines for now)
- π§ minimap
- βοΈ show units
- β show projectiles
- βοΈ "top bar" resource indicators
- βοΈ build menu
- π§ orders menu
- buttons don't enable or disable depending on the unit
- π§ "bottom bar"
- π§ hovered / selected unit status
- βοΈ team color badge
- βοΈ unit name + health bar
- βοΈ energy and metal production and consumption
- β current orders
- β hovered unit info for build menu
- β hovered feature info
- π§ hovered / selected unit status
- β score tab (hold space)
- β in-game options menus (press tab)
- βοΈ left-click interface mode
- βοΈ right-click interface mode
- βοΈ animated cursors
- β unit group assignment and recall #125
- βοΈ unit selection sound
- βοΈ unit ack sound
- βοΈ weapon firing sound
- βοΈ weapon impact sound
- βοΈ limit volume when multiple sounds are playing
- β positional-based sound attenuation
- β music
- β player chat
- β unit ACKs
- β unit under attack notification
- β commander under attack notification
- βοΈ ability to play a network game
- βοΈ mechanism to keep players roughly in sync
- β handling of dropped players
- currently game just freezes with no way to continue
Note: network architecture currently p2p based. This has not worked well for network performance / lag and we would like to scrap this and replace with a client/server model.
- π§ victory conditions
- "commander dies: game ends" is the hard-coded condition
- no "victory" or "defeat" text display
- β pausing #153
- β respect game settings
- βοΈ spawn units
- βοΈ cob script static variable inspection
- βοΈ overlays
- pathfinding
- collision
- β control other player
See Unit Tag Support
- βοΈ tanks
- βοΈ kbots
- β ships
- β subs
- β aircraft
- β hovercraft
- β veterancy bonus
- π§ orders
- π§ move order
- βοΈ single unit move order
- π§ multi-unit move order
- units currently all ordered to go to same spot
- βοΈ
- βοΈ attack unit order
- βοΈ attack ground order
- βοΈ build order
- βοΈ build assist order
- βοΈ guard order
- unit stay close to guarded units and assist building but will not repair or fire back at attackers
- β repair order
- β reclaim order
- β capture order
- β resurrect order
- β patrol order
- β command-fire (d-gun) order
- β self-destruct order #132
- π§ move order
- βοΈ factory build queue
- π§ standing fire orders
- βοΈ hold fire
- βοΈ fire at will
- β return fire
- β standing move orders
- units effectively always hold position
- β cloaking
- β transport loading / unloading
- β air repair pad repair
- π§ tracking (camera centers on and tracks a unit as it moves with 'T' or 'Ctrl-C')
- Ctrl-C and general tracking with groups implemented #114
- tracking of projectiles (long range cannon, nukes) not implemented
- β selection shortcuts (double-click unit(?), Ctrl-A, Ctrl-Z, Ctrl-C...) Ctrl-Hotkey implementation Issue list
See also Feature Tag Support
- βοΈ movement blocking features
- βοΈ non-blocking features
- β destructible features
- β burning features
- β reclaiming features
- βοΈ energy and metal production
- βοΈ metal extraction
- βοΈ building consumes resources
- β resource "refund" / in-progress building decay
- β weapons consuming resources to fire
- β storage buildings increase capacity
- β reclaiming
- β wind
- β tidal
See also COB Scripting Support
- βοΈ basic COB script support
- βοΈ async unit pathfinder
- π§ movement class restrictions
- βοΈ footprint size
- βοΈ max slope
- βοΈ min water depth
- βοΈ max water depth
- β bad slope
- π§ correct basic handling of multiple unit pathing
- moving units currently considered obstacles
- β basic AI
- β utilize build weights and limits
- β basic fog of war
- β unmapped terrain
- β radar
- β radar jamming
- β sonar
- β sonar jamming
- β unit corpses
- π§ teams
- some support internally for fixed teams
See also Weapon Tag Support
- βοΈ unguided line-of-sight weapons
- βοΈ ballistic weapons
- π§ splash damage
- no edge effectiveness support yet
- β guided weapons
- β two-phase weapons
- β interceptable weapons / interceptor weapons
- β kamikaze weapons (crawling bombs)
- β meteor showers
- β gravity
- β wind influence
- βοΈ public internet multiplayer rooms
- via RWE launcher
- β direct connect multiplayer
- β LAN play
- π§ mod management
- extremely early prototype incorporated in RWE launcher
- β game recording and replay