## Description Reduces the amount of tile data sent to the gpu each tick, roughly ~10fps rate increase on 10 year old chromebook. Two changes to the territory rendering path: ### 1. Split `passEnabled.mapOverlay` into four flags The single `mapOverlay` toggle controlled four unrelated passes (territory fill, border compute, border stamp, trail). Splits it into `territory`, `borderCompute`, `borderStamp`, `trail` so each can be toggled independently in the debug GUI. Pure rename — default behavior is unchanged (all four default to `true`). ### 2. GPU scatter for per-frame tile texture updates Replaces the dirty-row bbox `texSubImage2D` upload in `TerritoryPass` with a new `TileScatterPass` that uploads a small attribute buffer of `(x, y, state)` patches and runs a single `POINTS` draw into an FBO bound to `tileTex`. Each patch rasterizes as a 1×1 point into exactly its target texel. **Why:** the old path's cost scaled with the bounding box of the dirty rows, not the number of changed tiles. In typical play, tile changes are spread across the whole map (multiple players fighting in different regions, scattered trails/fallout), so the bbox covered most of the map's rows and we re-uploaded mostly-unchanged data every frame. The new path is constant cost in patch count regardless of spatial distribution, and no longer scales with map size. The full-upload path (initial load / seek / spawn-phase flush) is unchanged. `fullUploadPending` correctly supersedes any queued scatter patches. ## Please complete the following: - [x] I have added screenshots for all UI updates *(N/A — no UI changes)* - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file *(N/A — no user-facing text)* - [x] I have added relevant tests to the test directory *(renderer code, not covered by unit tests; verified visually)* ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
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.