Evan c9fe710700 Render spawn overlay with instancing to support large lobbies (#4322)
## Problem

The spawn-phase overlay stored every human's spawn center in GLSL
**uniform arrays** (capped at `MAX_SPAWNS = 32`) and looped over all of
them **per screen pixel** in a fullscreen pass.

In lobbies with more than 32 humans, centers past the cap were silently
dropped in join order — so a few seconds into the spawn phase the
**local player's own ring could disappear while the phase was still
active**. Team modes make this worse: `playerTeams` can be a raw team
count, so a single team can have far more than 32 members, all of which
need rings.

The two walls that blocked simply raising the constant:
- **Uniform arrays cap out ~96** against WebGL2's 224-vec4 fragment
floor — 1024 would never link.
- The **fullscreen per-pixel loop** over every spawn is `O(pixels ×
spawns)` — raising the cap makes it a GPU hazard during the spawn phase.

## Fix

Rewrite `SpawnOverlayPass` to draw **one instanced quad per spawn
center**, sized to that center's influence radius (mirroring
`SAMRadiusPass`). This removes the uniform-array limit and the per-pixel
loop, so cost scales with the number of spawns rather than screen area,
and the overlay supports the renderer's full ~1024-player ceiling.

Instances are ordered **enemies → teammates → self** so the local
player's ring composites on top under normal alpha blending.
Self/teammate render as breathing rings; enemies render as tile-fill
highlights on unowned tiles — identical visuals and render-settings to
before.

## Changes
- `gl/passes/SpawnOverlayPass.ts` — instanced rendering via
`DynamicInstanceBuffer` + `drawArraysInstanced`; no `MAX_SPAWNS` cap.
- `shaders/spawn-overlay/spawn-overlay.frag.glsl` — per-instance
(kind-dispatched) instead of a uniform-array loop; self white→color
pulse moved into the shader.
- `shaders/spawn-overlay/spawn-overlay.vert.glsl` — new instanced vertex
shader.

## Testing
- `tsc` (full project) + `eslint` clean.
- Headless WebGL run: shaders **compile and link** (game starts normally
with 123 players), and the genuine `updateSpawnOverlay → update() →
drawArraysInstanced()` path renders self/teammate rings and enemy tile
highlights with **no GL errors**.
- ⚠️ Not yet verified end-to-end in a real 30+ human FFA lobby (the
original repro) — that needs multiple real clients. The instanced draw
path and rendering were confirmed in singleplayer with the overlay
force-activated.

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

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 20:10:55 -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:

  • 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

  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:

  • 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=true in 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 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
    
  • 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.

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