Skip to content

braedonsaunders/voidstrike

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

3,534 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

VOIDSTRIKE

The browser RTS that makes people ask how this is running in a tab.

TypeScript Three.js WebGPU License: MIT

Quick Start · Technical Achievements

VOIDSTRIKE is a browser-native sci-fi RTS built to feel bigger than the browser it runs in. It is chasing the feeling of a full desktop strategy game: heavy atmosphere, big 3D battles, strong visual identity, and real systems depth instead of a stripped-down web prototype.

Quick Start

  • git clone https://github.com/braedonsaunders/voidstrike.git
  • cd voidstrike
  • Launch locally with launch/launch-voidstrike.command on macOS, launch/launch-voidstrike.bat on Windows, or launch/launch-voidstrike.desktop on Linux.
  • For development, run npm install and then npm run dev.
  • The launcher is the easiest local path; it installs dependencies if needed, builds the game, starts the production server, and opens the browser.

Technical Achievements

  • Worker-first RTS runtime. VOIDSTRIKE runs its authoritative ECS simulation in a dedicated game worker and distributes pathfinding, vision, AI decisions, overlay timing, and countdown logic across additional workers.
  • Background-safe fixed-step simulation. Worker-driven fixed-timestep loops preserve RTS timing when tabs lose foreground priority.
  • Deterministic simulation discipline. Quantized math, deterministic ordering, integer square roots, and multiplayer-safe system design are integrated directly into gameplay code paths.
  • Lockstep multiplayer runtime. Input barriers, adaptive command delay, heartbeat flow control, ownership validation, sync requests, and command buffering are part of the live runtime.
  • Per-tick desync forensics. VOIDSTRIKE computes state checksums every few ticks and uses Merkle-tree divergence search to localize mismatches in O(log n).
  • Serverless P2P multiplayer with authenticated commands. The networking stack uses WebRTC data channels with Nostr-backed lobby signaling, and multiplayer inputs are cryptographically signed and verified.
  • Live network adaptation and recovery. RTT, jitter, and packet loss are measured continuously, command delay adapts to network conditions, and reconnection/resync flows are built into the multiplayer layer.
  • WebGPU-first renderer with WebGL2 fallback. The renderer targets Three.js r182 + TSL on WebGPU and ships a WebGL2 fallback path.
  • Advanced browser post-processing stack. GTAO, SSR, SSGI, volumetric fog, RTS fog of war, bloom, TRAA, ACES color grading, FSR upscaling, and RCAS sharpening are integrated into the render pipeline.
  • Custom rendering infrastructure for instancing and temporal stability. VOIDSTRIKE implements per-instance motion vectors for InstancedMesh, dual-pipeline TAA/upscaling, and device-lost recovery and fallback handling.
  • GPU-driven battlefield visibility. Vision and fog-of-war computation run through GPU compute with storage textures and no CPU readback.
  • Battlefield-scale rendering systems. The project includes instanced units, instanced buildings, instanced effects, GPU/CPU culling paths, LOD management, instanced selection rings, pooled lights, and GPU-instanced particle systems for large combat scenes.
  • Industry-grade navigation and movement work inside the browser. VOIDSTRIKE uses Recast Navigation in WASM with dynamic obstacles, separate land and water navmeshes, elevated-map-aware path queries, formations, crowd steering, flocking, and WebAssembly SIMD boids acceleration.
  • Hybrid 3D + 2D presentation stack. The runtime combines WebGPU 3D rendering with a Phaser overlay for tactical indicators, damage numbers, alerts, and screen effects.
  • Integrated content and debugging tools. The codebase includes a reusable 3D map editor, navmesh/connectivity validation, LLM-assisted map generation, a battle simulator, debugging overlays, performance instrumentation, and asset/LOD workflows.

About

Multiplayer real-time strategy game running entirely in the browser. WebGPU graphics, serverless P2P networking via WebRTC/Nostr, deterministic lockstep simulation, and three asymmetric factions.

Topics

Resources

License

Contributing

Stars

Watchers

Forks

Releases

No releases published

Packages

 
 
 

Contributors

Languages