## Summary Adds a **spiral** `nukeTrail` effect type — a 3D vortex of glowing helix strands projected onto the map, trailing behind nukes whose owner has the cosmetic equipped. Catalog attributes (`spiral_tail` shape): | attribute | meaning | | --- | --- | | `colors` | palette, wrapped once around the vortex circumference | | `radius` | helix amplitude in tiles | | `strands` | helix strand count (renderer clamps to 8) | | `rotationSpeed` | vortex spin, radians/sec | ## How it works The per-tile trail texture holds persistent state; the vortex is a transient animation that follows a path — so it renders as **ribbon geometry**, not tile stamps. **Path recording** (`SpiralTrails`): each live spiral-owner nuke gets an append-only centerline polyline — ~2 samples per tile of travel carrying position, a smoothed perpendicular (blended across tick segments so curved paths don't kink), and cumulative distance. Params are pushed once per player by `WebGLFrameBuilder` when the cosmetics catalog resolves; a ribbon is dropped the moment its unit disappears, matching stamped-trail cleanup. **Rendering** (`SpiralRibbonPass`): one triangle-strip VBO per nuke (2 verts per sample, streamed append-only via `bufferSubData`, grown by doubling); the vertex shader swings each sample sideways by the helix offset and evaluates the head-cone convergence as a function of `uHeadDist − d`, so uploaded vertices are immutable — the cone feeding the strands into the missile needs no rewriting as the nuke flies. One draw per strand reuses the same strip with a different phase offset (`uPhase0`). The glow look is a bloom-style split: - **halo** — wide quadratic falloff, rendered premultiplied into a quarter-resolution buffer (`mapOverlay.spiralResolutionScale = 0.25`, ~16× cheaper fragments) and composited **additively** over the scene, so it reads as emitted light and the bilinear upsample keeps it soft; - **core** — sharp full-resolution ribbons on top, with a white-hot center on segments facing the viewer (neon-tube look). Shading spins the helix angle with time: a `cos` depth cue brightens facing segments and darkens receding ones, and the palette cross-fades around the circumference. The spiral nuke still stamps its plain centerline through the unchanged `TrailManager` — `trail.frag` styleId 2 draws it flat in the first color as the missile's spine, so alt view, death cleanup, and trail overlap behave identically to non-cosmetic nukes. Ribbons draw above the plain trails, below the missiles, and are skipped in alt view. **Perf**: both ribbon stages are skipped entirely (CPU-side, before any GL work) while no spiral nuke is in flight — games without the cosmetic, and frames without a spiral nuke, pay nothing new. Vertex uploads stream only newly appended samples; the halo's fragment cost is capped by the quarter-res buffer. MIRV warheads are explicitly excluded from ribbons (one MIRV splits into 350 of them). **Store preview**: `TrailSwatch` mirrors the bloom split in SVG — a screen-blended blurred halo, a crisp colored core, and a white-hot center line — with a phase-offset per-strand fade matching the in-game depth-shaded spin. Note: requires the `spiral_tail` catalog entry on the API side to be purchasable/selectable; without it nothing changes visually and the schema tolerates its absence. ## Testing - New `tests/SpiralTrails.test.ts`: ribbon gating by owner/unit type, sample spacing + monotonic distances, strand clamp + pitch-derived twist, death cleanup mutating the live array, params staying fixed for in-flight ribbons - New `tests/TrailManager.test.ts`: baseline stamping behavior (plain boat trails, nuke-bit stamping up to lastPos, death cleanup with overlap repaint) - `tests/CosmeticSchemas.test.ts`: spiral attribute parsing incl. the exact catalog shape, required-field/positivity rejections - Full suite green; `tsc` and lint clean - Verified visually: a standalone WebGL harness drove the real ribbon shaders (glow split, palette colors, spin, cone convergence), and a real solo game boots with zero GL errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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.
License
OpenFront source code is licensed under the GNU Affero General Public License v3.0
Current copyright notices appear in:
- Footer: "© OpenFront and Contributors"
- 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
-
Clone the repository
git clone https://github.com/openfrontio/OpenFrontIO.git cd OpenFrontIO -
Install dependencies
npm run instDo NOT use
npm installnornpm ibut instead use ournpm run inst. It runs the safernpm ci --ignore-scriptsto install dependencies exactly according to the versions inpackage-lock.jsonand 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:
- Start the webpack dev server for the client
- Launch the game server with development settings
- Open the game in your default browser (to disable this behavior, set
SKIP_BROWSER_OPEN=truein your environment)
Client Only
To run just the client with hot reloading:
npm run start:client
Server Only
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
gitCommitvalue viahttps://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 -
Lint code:
npm run lint -
Lint and fix code:
npm run lint:fix -
Testing
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.