Supcom/Moho engine rewrite
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Hello, I'm back, and I believe I'm even closer to feature parity with base supcom now!
Before anything, the exes:
Mac
https://upload.disroot.org/r/Ruv6XWA3#wTu4NeQg/SvvKWHGL/Y7Z5k0qRnYoYJoUka+Ej3arog=
Windows
https://upload.disroot.org/r/q2XTdA0V#rTfciPHkfYNsX5bRLmBEeauD1BliPu8WrPebsCqWFjY=
Linux
https://upload.disroot.org/r/8FAj9fnz#ZHyZiptsQo4EmI53hP6sn2y2ea3NrL8OVosy61PgbRE=
Many nasty little bugs have been squashed.
Don't miss the particle video
But first performance!
I wasn't happy with the fps in that 64k air fight, after all it's only 64k, that's rookie numbers for modern computers.
While I can't do much about the 200-300ms of time spent in the lua (as a rule of this project is not to edit the faf/supcom lua, it must be a drop in replacement), I can certainly improve the rendering speed.
and in this modern age computers come with many cores, so best put them to good use.
The rendering loop is made up of a few stages
- intel
- strategic icons
- minimap
- interpolate positions
- animation
- lod selection
- particles
- ui
- issuing draw calls
before this was all serial in a single render thread.
now its broken down, in to two main threads, with workers for more parallel work
First LODs
Then
- intel
- strategic icons
- ui
at the same time
- interpolate positions
- animation
- particles
as can be scene here

Then the next thing was the draw submits to wgpu. Now we're long past the days of direct9 and being bound to a single thread.
We can record the commands all in parallel.

Along with some work to batch process units
we end up with a full frame looking like this

You can really see the difference vs before

This brings the 64k air fight from about 15fps up to 70-100fps.
While the main sim only runs about 2.5-3x slower than the default speed!and can all be seen below in full technicolour!
https://youtu.be/UVgRPUpkJp0And for extra fun, you can see the whole sim tick for that fight here, look at all that lua (in blue/cyan on the sim thread)!
Every bit that isn't rips through as many cores as it can

On to bugs/improvements, and there are many!
Replays!
Now these are only compatible with my version and only with the version that created them.
The game will save out your last 100 replays, and you can access them in the replay menu.
They are stored along side the exe

Particles!!!
So supcoms particles where kind of gpu accelerated, well not full compute shader, but they wrote all the info to buffers, then let the vertex shader go to town.
Also particles where just horrible broken in my version.
We now in 2026 do the same! (along with my 2nd fav unit to show it off (don't worry fatboy, you're still number 1)


Actually I believe really you need to see the Video to really do particles justice

https://youtu.be/qlK1FC12H1oMap gen
the map actually looks correct (or more so) now.
Before

After!

Before

After

Before

After

Glowing Mexs!

Rings!
Now they work for hover and select, and just generally work

Factory upgrades
Gone are the days of waiting for factory to upgrade before queue those machines are war, now you can queue up builds as you would expect

The un pictured rest
- you can queue mex upgrades
- upgrading radar no longer shows the next ring level
- reclaim numbers now show in the ui
- you can no longer click on enemy units to see their orders! what a shame cheating will never be so easy again.
- engineers will now help the target they are assisting when that target assist
- random bright boxes on dying aircraft
- veterancy works!
- macos track pad scroll no longer sends you for a spin
- Some better fps stats, we now list vram, ram usage, render cpu and gpu time (this screenshot is from the 64k air fight)

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And another quick update with a requested 10k vs 10k airfight video

https://www.youtube.com/watch?v=BrD_8Py4gX0

the dead rest...

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10k v 10k v Youtube compression
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This is fantastic! When I heard about recent AI reverse engineering progress, I instantly thought of Moho. So happy that someone is already doing it!
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This is great!, I was hoping someone would take on this challenge you get my vote and support! keep going!.
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Well I ususally say pics or didn't happen. But in this case I'd rather say code or didn't happen

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Well I ususally say pics or didn't happen. But in this case I'd rather say code or didn't happen

This. Please share the code!
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Did I just read that we could potentially get rid of p2p?
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Great Work! I was happy to play it easily on my Mac mini. Very impressive what has been done so far. I came along with these bugs so far:
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The integrated mod "x2" which doubles the incoming resources seems not working, as the resources staying normal even when this mod is activated
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Sometimes units are built and they are invisible. This happens when you select e.g. factory to build 10 technicans or other units, then the first unit is normal as expected, but every further unit is invisible. Often these units staying stacked in the model of the factory. I didnt tested all factories, but when building multiple T3 battleships, they are not invisible, but e.g. on air factory i got this error with multiple units.
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When Cybran T4 Soul Ripper is in attack range of an enemy unit, it prioritizes the attack more than moving commands by me. It is then hardly control-able. Often it is attacking the enemy until it is dead, and then i can control it again.
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Is the damage of the T3 Anti-Air-Sam-Cannon normal? When 5 SAMs attacking 1 T3-Gunboat and they needed 30 seconds to finish it, the damage seems kinda small.
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Air-Transporter dont seem to be able to transport units? Units can be selected to support the transporter, but i cant get them into the transporter.
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When air troops are dying, they are crashing into the ground, and sometimes their object is still clickable, showing 0 lifepoints.
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Truly very impressive.
Itβs genuinely fascinating to see what this community can achieve through a great deal of ambition and experimentation.
Iβm excited to see what this project will bring about in the future.
Keep Up the great Work.
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