[HN Gopher] Supreme Commander Graphics Study (2015)
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       Supreme Commander Graphics Study (2015)
        
       Author : UglyToad
       Score  : 115 points
       Date   : 2024-04-09 13:18 UTC (9 hours ago)
        
 (HTM) web link (www.adriancourreges.com)
 (TXT) w3m dump (www.adriancourreges.com)
        
       | datadrivenangel wrote:
       | To this day, still one of the best RTS games of all time.
        
         | VyseofArcadia wrote:
         | Let's say you're not too familiar with the genre, but you've
         | been curious for a while and want to explore more. Maybe you
         | played some Starcraft at a friend's house in high school, and
         | that's pretty much it for genre exposure. And by you I mean me.
         | 
         | What games would you recommend for a newcomer in 2024? What are
         | the genre-defining classics, and which ones still hold up?
         | What's the recent hotness? The modern classics?
        
           | pdntspa wrote:
           | Supreme Commander is a great start
           | 
           | Personally, I'd also recommend Homeworld and the Warhammer
           | 40K: Dawn of War series
           | 
           | On the free-and-open-source front there is Zero-K (which I
           | don't care for) and Beyond All Reason, both of these are
           | Spring Engine games, and Spring Engine started out as a
           | 'modernization' of Total Annihilation. Most games built with
           | it don't fall too far from the original
           | 
           | Homeworld 3 comes out in May, I can't wait :D :D :D
           | 
           | ps- I'd be remiss to omit Command & Conquer... Red Alert 2
           | and Generals are my favorites. I don't care for Starcraft but
           | that series is worth mentioning too.
        
             | Log_out_ wrote:
             | It actually started out as a ta3dviewer of total
             | annihilation replays
        
             | Spellman wrote:
             | If you specifically want more Total Annihilation style RTS
             | games, Ashes of the Singularity scratches a similar itch.
             | And of course Planetary Annihilation does TA IN SPACE with
             | the ability to sling asteroids at your opponents.
             | Personally switching to a 3D sphere world broke my brain.
        
           | Synaesthesia wrote:
           | Personally the only entertaining ones to watch are Starcraft
           | Brood War or Starcraft 2 right now.
        
           | ijk wrote:
           | Depends on which branch of RTS design you want to explore.
           | 
           | Age of Empires 2 still has a significant player base, for
           | example, so it's both a genre-defining classic and modern
           | ranked multi-player.
           | 
           | Other RTS design traditions include Total Annilation, etc.
           | Plus there's adjacent stuff, such as They Are Billions which
           | just does the base building part and drops some of the other
           | mechanics.
        
           | jimbob45 wrote:
           | There's still nothing that comes close to Warcraft 3 (the
           | original, not the remastered abomination, don't fucking touch
           | it). Dawn of War 40k had some neat ideas as well.
           | 
           | So probably WC3 -> DoW 40k -> Starcraft 1/2 -> weep because
           | the genre is dead
        
             | jamie_ca wrote:
             | Not for lack of trying, though. Stormgate and Tempest
             | Rising are boty trying to take on the mantle of Starcraft 2
             | with probable releases this/next year.
             | 
             | But yeah overall high production values pickings are pretty
             | slim - last year saw Company of Heroes 3, 2022 had a Dune
             | game, 2021 had Age of Empires 4. 2020 might be a high point
             | with Warcraft 3, C&C, and AoE 3 remasters.
        
           | araes wrote:
           | Mostly, I tend to put the RTS' into ideas about "real-time
           | strategy."
           | 
           |  _Dune II:_ One of the first, one of the best. 3 factions,
           | all very different, story mode with scope. Interesting units
           | when  "harvesters" was a new idea.
           | https://en.wikipedia.org/wiki/Dune_II
           | 
           |  _Command & Conquer / Red Alert:_ Excellent unit select, very
           | orthogonal unit choices, live-action cutscenes (which while
           | of questionable quality, were still pretty amusing) Red Alert
           | also has an excellent soundtrack (although extremely facist
           | march themed with "Hell March", yet quite listenable).
           | https://en.wikipedia.org/wiki/Command_%26_Conquer:_Red_Alert
           | 
           |  _Age of Empires:_ Artificial Intelligent opponents that didn
           | 't "cheat" with extra resources or out-of-game knowledge,
           | they were simply competent opponents. Age of Kings is
           | probably the showcase. Rotational rock-paper-scissors unit
           | effectiveness. Several "victory" types. Gameplay that tended
           | to support longer games, rather than 3-minute rush (Commander
           | vs Legacy in an MtG context). Only complaint is unique units
           | were often not enough for long enough to really be special.
           | https://en.wikipedia.org/wiki/Age_of_Empires_II
           | 
           |  _Warcraft II:_ Not sure how relevant today, yet one of the
           | first to feature an online matchmaking service that was not
           | utter misery (and _actually_ had players at lot of the time!)
           | Also, neat cartoony style that became the basis of WoW, DOTA,
           | and many others. Possibly the best though, first game where
           | you could spend half an hour just cycling through all the
           | quotes ( "I can see my house!") for units (and their
           | annoyances at your clicking "Are you still touching me?").
           | https://en.wikipedia.org/wiki/Warcraft_II:_Tides_of_Darkness
           | 
           |  _Homeworld:_ There is Still not a significant other 3D RTS
           | franchise (EVE Online is very close for an MMO). Basically,
           | about the only game that does actually 3D strategic space
           | combat in an actual spherical playing field over vast
           | distances, with multiple-ship scales, and per unit
           | positionable cameras ( "camera can be set to follow any ship
           | and view them from any angle, as well as display the ship's
           | point of view"). The story's also quite well written, and at
           | least provides a plausible reason for each of the missions. I
           | watched _Star Wars: The Last Jedi_ , and thought "You people
           | should have played Homeworld, you would have written such
           | better space battles. Somebody over at Battlestar Galactica
           | must have played Homeworld."
           | https://en.wikipedia.org/wiki/Homeworld
           | 
           |  _Sins of a Solar Empire:_ Neat game design based on solar
           | system  "zones", where you can only really fight around solar
           | systems, and then transit is mostly hands off (often with
           | surprises when you exit jump space into fog of war).
           | Planetary and solar system upgrades that are inherent to the
           | idea of "planet" rather than just tower defense. Multiple
           | ship styles and races with fairly different play styles
           | depending on the build choice. Been a while, yet from what I
           | remember, also not quite as punishing as Starcraft about
           | choosing the "correct" choice.
           | https://en.wikipedia.org/wiki/Sins_of_a_Solar_Empire
           | 
           |  _Warhammer 40K Dawn of War:_ Gameplay that 's not built on
           | mining anything, rather more like capture the flag, holding
           | locations for time frames to accumulate "something". And then
           | pretty much all the pre-existing craziness of Warhammer that
           | is far too long for a single game recommendation. LOTS of
           | units and armies though.
           | https://en.wikipedia.org/wiki/Warhammer_40,000:_Dawn_of_War
           | 
           |  _Total War Franchise:_ (Medieval II, Rome, Shogun, and
           | Warhammer are notable entries) Scope. Massive scope. Battles
           | with 10 's of 1000's of soldiers on the field. Became a bit
           | much to deal with in some of the games, yet neat to be able
           | to create your own LotR "Ride of the Rohan" scenes.
           | https://en.wikipedia.org/wiki/Total_War_(video_game_series)
           | 
           |  _Achron_ (have not played, would like to try) Time travel
           | RTS with three time-frames units fight in, and propagating
           | time waves that erase the future. You can  "chronofrag"
           | yourself, by having future self meet past self. A Grandfather
           | Paradox resolution system, where units are removed if they
           | fall out of the "possible futures."
           | 
           |  _Supreme Commander:_ (and prior Total Annihilation) are the
           | subject of this article. Also massive scope. Huge, smoothly
           | scalable maps. Tons of unit choices. Enormous numbers of on
           | map units simultaneously.
        
       | liotier wrote:
       | Enjoy that style ? Go play Beyond All Reason, its free and open-
       | source spiritual heir - https://www.beyondallreason.info
        
         | bloqs wrote:
         | Thank you for this, had no idea it existed
        
           | vladms wrote:
           | And, for completion, with the same engine that beyond all
           | reason is done, but with a different game play feeling:
           | https://zero-k.info/
           | 
           | I personally prefer Zero-K (flatter tech tree, territory can
           | be more important), but both are great games.
        
             | concordDance wrote:
             | Also prefer Zero-K. The economy system design results in
             | better team games imo. Though obviously it's a lot less
             | pretty.
        
               | mcbuilder wrote:
               | I've never played much Zero-K, but from I understand the
               | eco in BAR is truely exponential, after you get to the
               | top of the tech tree and have a metal maker economy. It's
               | an interesting design, since late game human becomes the
               | bottleneck in expanding the eco, since exponential growth
               | also means you have to increase your attention in
               | managing it.
               | 
               | Zero-K from what I know has overdrive fusions, which
               | isn't really exponential in the same sense.
               | 
               | In the end, both are great games.
        
               | Log_out_ wrote:
               | It's limited by builds pace though
        
               | paulddraper wrote:
               | Exponential is great; it ensures a reasonable end to the
               | game. (A problem TA suffered.)
               | 
               | Also, when the games do last a while, it is truly amazing
               | to watch. [1]
               | 
               | [1] https://www.youtube.com/watch?v=MIC_JMZKBkQ
        
         | paulddraper wrote:
         | I played Total Annihilation as a kid. Finding Beyond All Reason
         | was amazing.
         | 
         | And spectating 8v8+ with tens of thousands of units is
         | something else.
         | 
         | It's unfortunate that large scale RTS isn't a more popular
         | genre.
         | 
         | Instead it's all Fortnite/CoD/WoW
        
           | InsomniacL wrote:
           | if you haven't seen already, check YouTube where the mods
           | enable larger lobbies.
           | 
           | There are some really good casts of 40 vs 40 players or more!
           | 
           | Here's a recent 25 vs 25:
           | https://www.youtube.com/watch?v=btnU_IPWPmY
        
             | paulddraper wrote:
             | Oh I have. Those are wild.
        
           | m463 wrote:
           | I still play the CNC games every once in a while.
        
           | tobinfekkes wrote:
           | I still play Total Annihilation. I am not a "gamer" and don't
           | play any computer games anymore, but boy do I still love
           | Total Annihilation.
           | 
           | My cousin was a tester for Cavedog in the late 90s and gave
           | us a copy before it was big. I still have some CDs!
           | 
           | Love to see Beyond All Reason continuing the spirit.
        
           | Cthulhu_ wrote:
           | It feels like Starcraft 2 was the last traditional RTS; I
           | suspect part of that is because other developers think their
           | game wouldn't have a chance without competitive multiplayer
           | as tight as SC2's.
           | 
           | That said, there's still some RTS games in the indie space /
           | on Steam, like Homeworld: Deserts of something. But that one
           | was ultimately disappointing overall.
        
         | Spellman wrote:
         | I thought technically BAR is the OSS heir of Total Annihilation
         | (which then Supreme Commander later developed).
         | 
         | Only 2 sides, no unique Experimental units, etc.
         | 
         | That being said, it's a great FOSS game and really captures the
         | genre feel of epic scale.
        
           | paulddraper wrote:
           | Yes, Supreme Commander, Beyond All Reason are cousins (and
           | Planetary/Industrial Annihilation) -- all successors to TA.
           | 
           | And there are the direct TA mods...Balanced Annihilation and
           | TA: Escalation
        
             | ffsm8 wrote:
             | Part of that family is also the spring engine (zero-k and
             | others)
        
         | short_sells_poo wrote:
         | I want to like BAR because it is so obviously made with passion
         | and attention to detail but I can't get over how wonky the
         | units look. I don't mean the quality, but the design. They
         | don't look at all cool and I can't get the power fantasy of
         | leading an army of killer robots. I feel like leading some
         | random hodgepodge of guns mounted on trash cans.
        
       | corysama wrote:
       | If you find graphics studies interesting, you can find a few more
       | at http://www.adriancourreges.com/blog/2020/12/29/graphics-
       | stud...
        
       | jsheard wrote:
       | An underrated aspect of the SupCom engine was that it natively
       | supported multiple monitors, with independently controllable
       | cameras on each one so you could keep an eye on any two parts of
       | the map, or just zoom the second one all the way out to get a
       | giant minimap. That's something you never see today even though
       | it would be easier to pull off with modern graphics APIs (IIRC
       | SupCom actually runs two copies of the game simultaneously,
       | driving one monitor each, to get around DirectX limitations of
       | the time).
        
         | YurgenJurgensen wrote:
         | Slightly less impressive was the minimap, which was also an
         | entire second(third) copy of the game's graphics process.
         | (Although really you weren't 'supposed' to use the minimap,
         | since strategic zoom took its place.)
        
           | m463 wrote:
           | I find these kinds of bend-over-backward-things amazing. It
           | is probably not a good ROI to get it that correct, but it
           | admirable and makes the game lots of fun.
           | 
           | In a similar vein, I think fallout4 lets you use an ipad as a
           | pip-boy to do maps and other management things.
        
             | yayitswei wrote:
             | if it makes the game lots fun then there's a good case for
             | the feature!
        
           | RGamma wrote:
           | And our LAN games became soo slooow over time..
        
           | reactordev wrote:
           | It's trivial to render to a texture (framebuffer) using a
           | separate camera matrix and shader pipeline to make a minimap.
           | It was in 2015 as well. Rendering to two separate windows is
           | also trivial if you're rendering to textures first instead of
           | directly to the backbuffer. Making use of those two windows
           | is not trivial.
           | 
           | All in all, SupCom had issues with the number of units on
           | screen (or in general) and would slow down considerably under
           | heavy troop battles. Still, it was awesome.
           | 
           | Ever since 2006 or so it's been standard practice to break up
           | the rendering pipeline and render to textures that you would
           | combine in various ways in post (deferred shading came about
           | around this time). So it's not an entire graphics engine
           | process. It's just simply a render target.
        
         | pdntspa wrote:
         | I loved this feature but the game crashes if you use it with >2
         | monitors :(
        
         | gwervc wrote:
         | As someone who had two monitors at the time (that was more a
         | geeky thing by then than now), it was my favorite feature of
         | the game. Also in-game shields.
        
           | jsheard wrote:
           | I played it on two big CRTs. You needed a strong desk to run
           | multiple monitors back then.
        
           | deaddodo wrote:
           | Yup, strategic zoom on monitor 2, micro control on monitor 1.
           | 
           | If you never played SupCom, you would imagine that being
           | terrible since most RTSes of the day were so fast paced, but
           | SupCom followed much more of the SiNS/Stellaris/etc flow of
           | gameplay. High level strategy with microcontrol.
           | 
           | Watching your waves of tanks (in strategic view) slowly push
           | back their line of artillery because you simply strategized
           | better as your air force slowly picked off economic resources
           | was so satisfying.
        
         | jl6 wrote:
         | Are you listening, Factorio devs?!
        
         | Cthulhu_ wrote:
         | It was also one of the first games to make use of multicore
         | CPUs, although it was far from ideal and ultimately you ran
         | into a cap on one core's CPU usage regardless since one thread
         | still had to do more than anything that could be deferred to
         | others.
        
       | metadat wrote:
       | There's also LOUD, the mod version of the game which adds even
       | more dynamics and higher tier skill trees.
       | 
       | https://www.moddb.com/mods/loud-ai-supreme-commander-forged-...
       | 
       | I've actually playing this the last few days :)
        
       | elromulous wrote:
       | Since the article opens with discussion of RTSs in the (late)
       | 90s, I feel it would be a crime to not include Dune 2[0], largely
       | considered to be the first "modern" RTS.
       | 
       | Edit: Dune2 came out in 1992, so it's understandable that it's
       | not mentioned, I meant more in the broader discussion of RTSs.
       | 
       | [0] https://en.m.wikipedia.org/wiki/Dune_II
        
       | mrguyorama wrote:
       | If you also happen to think SupCom was the most ultimate superior
       | RTS ever made, because it's truly strategy scale with a thousand
       | units PER PLAYER including on 8v8 maps, and the simulated
       | ballistics of almost all weapons means you can defend your base
       | from an incoming nuke by scrambling your jet fighters so that
       | they run into the incoming warhead and airburst it "safely" above
       | your base, and love that artillery shells can also hit those same
       | planes, or that a plane shot out of the sky can fall on a tank
       | and destroy it, or that you think a giant walking mech with a
       | backpack nuke launcher is the metalist fucking thing,
       | 
       | Check out Forged Alliance Forever. It's a community made, open
       | source, "launcher" for the Supreme Commander game, that patches
       | it, mods it, allows you to interact with other players and find
       | games and get ranked against them, and also is a replay viewer,
       | so you can watch how the pros actually do the insane micro and
       | economy play that earns them the 2000+ ELO score, and also a mod
       | manager, and also a friends list.
       | 
       | If you are like me, and love all that but actually suck at
       | playing strategy games in general, check out Gyle on youtube
       | https://www.youtube.com/@GyleCast who has been casting SupCom
       | games for at least a decade now, and really shows off some of the
       | best that the game has to offer, including multi-hour "EPICs"
       | that can involve ten thousand units controlled by several semi-
       | pro players.
        
         | newZWhoDis wrote:
         | Shoutout to FAF. Best RTS I've ever played.
         | 
         | Been meaning to check out Beyond All Reason, supposedly it's a
         | FOSS spiritual successor to FAF
        
           | sabartonn wrote:
           | Total Annihilation (1997) was the predecessor to Supreme
           | Commander (2007), both by Cavedog. Beyond All Reason is
           | pretty much a remake of the former.
        
             | limbicsystem wrote:
             | I was completing my PhD at the time. I called it 'Thesis
             | Annihilation'.
        
         | deaddodo wrote:
         | > you can defend your base from an incoming nuke by scrambling
         | your jet fighters so that they run into the incoming warhead
         | and airburst it "safely" above your base, and love that
         | artillery shells can also hit those same planes
         | 
         | Or how you could blip your shields on and off in sequence with
         | artillery bombardments to free up energy for your forward
         | artillery, giving you just that slight leg up on your opponent.
        
         | AndyMcConachie wrote:
         | I am a devoted FAF fan. I've been watching games online for
         | about 10 years now. I've probably seen close to 1,000 at this
         | point, but I've never once played it. I suck at RTS games and I
         | don't have a Windows machine.
         | 
         | I probably know more about the game than some of the players
         | but I have never even owned it ;-)
        
         | frozenlettuce wrote:
         | I played it for the first time in 2017 and I was somewhat sad
         | to have played only WoW between 2005-2013.
        
       | heelix wrote:
       | Supreme Commander is still pretty active, via the FAForever
       | community. The original single player maps were converted to co-
       | op. Lots of game modes, a new race, unit tweaks, new maps - very
       | much a game that still gets love.
       | 
       | When the next steam sale hits, you only need the Supreme
       | Commander: Forged Alliances game (Under $3) and
       | https://www.faforever.com installer and it all updates lovely.
       | Works on Linux, multi monitors, and a dozen or so players
       | connecting.
       | 
       | For me, I found this was the open source project I used to keep
       | my SpringBoot skills current. Nothing but positive things to say.
        
       | daveidol wrote:
       | One of the best video games ever made
        
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       (page generated 2024-04-09 23:01 UTC)