Evan 6c84919801 Smooth nuke point-light position per frame in ambient mode (#4311)
## Summary

Follow-up to #4255. That PR made nuke **sprites** glide per render frame
— `UnitPass.drawMissiles` lerps each nuke's `lastPos→pos` by wall-clock
progress through the current tick. But in ambient/night mode the glow
*behind* a nuke comes from a separate pass, `PointLightPass`, whose
instance buffer is packed once per tick in `updateLights()` from the raw
`unit.pos`. Its per-frame `draw()` (run every frame via `LightmapPass`)
only set uniforms and issued the instanced draw — it never repositioned
the lights. So the sprite moved at 60fps while its light jumped once per
100ms tick.

## Fix

Mirror `UnitPass`'s smoothing in `PointLightPass`:

- `updateLights()` records a `smoothSegs` tuple `(lightIdx, lastX,
lastY, x, y)` for each `SMOOTHED_NUKE_TYPES` unit whose `lastPos !==
pos`, and stamps `lastUnitsUpdateMs`.
- A new `applySmoothing()`, called at the top of `draw()`, lerps those
lights by wall-clock tick progress (`(now - lastUnitsUpdateMs) /
tickIntervalMs`, clamped to 1) and re-uploads **only** the affected
instances. Unlike `UnitPass` (which re-uploads its tiny missile buffer
wholesale), the light buffer can hold thousands of static structure
lights, so a full per-frame re-upload would be wasteful.
- `tickIntervalMs` comes from a new `config` constructor param, wired
through in `Renderer.ts` (the same `config` already passed to
`UnitPass`).

The light now uses the exact same `lastPos→pos` endpoints and alpha as
the sprite, so the two track together.

## Test plan

- `npx tsc --noEmit`, eslint, and prettier all clean.
- `npx vitest tests/client/render --run` — 40 passed.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 16:54:11 -07:00
2026-06-14 17:54:43 -07:00

OpenFrontIO Logo

OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.

This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

License

OpenFront source code is licensed under the GNU Affero General Public License v3.0

Current copyright notices appear in:

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  • Loading screen: "© OpenFront and Contributors"

Modified versions must preserve these notices in reasonably visible locations.

See the LICENSE for complete requirements.

For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.

🌟 Features

  • Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
  • Alliance System: Form alliances with other players for mutual defense
  • Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
  • Resource Management: Balance your expansion with defensive capabilities
  • Cross-platform: Play in any modern web browser

📋 Prerequisites

  • npm (v10.9.2 or higher)
  • A modern web browser (Chrome, Firefox, Edge, etc.)

🚀 Installation

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and doesn't run scripts. This can prevent being hit by a supply chain attack.

🎮 Running the Game

Development Mode

Run both the client and server in development mode with live reloading:

npm run dev

This will:

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To run just the client with hot reloading:

npm run start:client

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To run just the server with development settings:

npm run start:server-dev

Connecting to staging or production backends

Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.

To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the gitCommit value via https://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.

To connect to staging api servers:

npm run dev:staging

To connect to production api servers:

npm run dev:prod

🛠️ Development Tools

  • Format code:

    npm run format
    
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    npm run lint
    
  • Lint and fix code:

    npm run lint:fix
    
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    npm test
    

🏗️ Project Structure

  • /src/client - Frontend game client
  • /src/core - Deterministic game simulation
  • /src/server - Backend game server
  • /resources - Static assets (images, maps, etc.)

🤝 Contributing

Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.

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