Supcom/Moho engine rewrite
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Hello, I have made an attempt at making a drop in replacement for supcoms Moho engine.
Now first off the bat this was of course made with ai, but please before the pitch forks are raised.
- this whole post has been done by hand
- I did a large amount of research in to supcoms Moho engine, both for this project and many years ago when I tired (and massively failed to do this in c++) and I want to believe I carefully guided the ai in what I wanted and what I believe is important for this style of engine
- I am also an senior dev with over 15+ years of experience, so I’m not just some script kiddy spluting out the game.
- I have really done this in good faith, supcom is one of my all time favourite games and I really wish for it to live for ever
That said, I also want to say straight away this wouldn’t have been any near as possible if it wasn’t for the huge huge amount of effort all the people working on faf and other communities have put in over the years to supcom, so a huge thank you to them.
It’s also certainly not finished, it’s one of those 90% takes 10% of the time, and the last 10% takes 90%, but I wanted to get this out there.
I guess first off, tech wise.
- its written in rust
- Its a drop in replacement (although requires currently faf github checked out and supcom installed on your pc, or atleast its files)
- uses luau for the lua with both patches both to the lua vm, and also lua source code translation for all gpg specific changes they made.
- I hope the luau in the future allows for using luau typed version of lua
- shaders are written in wesl
- it is cross platform (well at least windows and Mac)
- it supports up to 63 player multiplayer. (I think it can go higher, but it's currently a performance trade off and I figured 63 was enough to compete against a certain other rts game
) - it works with faf lua unchanged, apart from some very small bits I had to shim.
- 64bit
- has testing and benchmarking
It's fast. (This was super important to me, what’s the point if we can’t go fast?)
With a 60min game of 4x4 on setons of ai vs ai runs at 4x real speed. and a 1v1 can run at 180x realtime on my Mac.
This is really limited by the ai logic in lua, I have test maps with 16k units all pathfinding and shooting at each other, all running well above base game speed.And I’m 100% sure it could be improved further.
Of course many things are still not working correctly, particularly the graphics are not an exact match.
I also imagine a lot of work needs to be done on the look and feel of things, such as unit movement etc…
It also doesn’t support save games at the moment or replays.
Although with where i have got it to, im sure it won't belong before it's basically a mirror to the current game.
I really hope this is well received, I know ai was used, but I did actually put a good amount of effort in to planning this, and just general slow build up of knowledge over the years.
After a bit more work i will open source it

here are some videos of the game
4 v 4 networked game between windows and mac (2 on windows, 6 on mac)
https://youtu.be/OiNBzXKnppcan 4v4 full ai game
https://youtu.be/GotWNzX6Xgs

a 63 ai player game (although could be people)
https://youtu.be/u5EUMRxeL0Q


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63 ai player game (although could be people)
🥲 what!!!! -
Great job, keep going!
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gj
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Impressive, curious for more!
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A brilliant job, especially considering that the team next door have been making Sanctuary for several years and are still very much a work in progress. Hope you manage to get as close as possible to the original supcom
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With your input, this post could be even better 💗
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