back to 2026-10-12
ᕼᑎ:50045984411 pts177 commentsProgrammingworth reading

Total Annihilation, rebuilt for modern computers

Claude brief

HN 热门故事「Total Annihilation, rebuilt for modern computers」进入今日前列,值得先打开原文和讨论串判断它真正有价值的部分。

模型分析没有产出可用结构化结果;页面保留了 HN 热度、原文入口和讨论信号,避免用空泛总结替代一手材料。

它在 HN 上获得约 411 分和 177 条评论,说明这个话题至少触发了社区讨论;真正的判断仍要回到原文证据和评论区的分歧点。

这是一条降级分析:它不冒充完整解读,只把可验证的元数据、原始链接和 HN 讨论保留下来,方便稍后重新生成或人工阅读。

评论区已经提供了一些读者反应,但这里还没有形成完整综合。

它进入 HN 前列本身就是一个社区信号,但这还不是结论;更可靠的判断来自原文细节和评论区反例。

deep insight

这条记录目前缺少模型生成的深层解读。更好的阅读方式是先问:它的热度来自真正的新信息、可迁移的方法,还是只来自标题与时机。

可以先读原文第一屏和 HN 最高赞评论,再决定是否值得重新生成完整分析。

top comments

I recently discovered Beyond All Reason, a spiritual successor to Total Annihilation. There have been several of these, but I think BAR is by far the best. It's open source, but looks nice and is polished. It has amazing quality-of-life features I haven't seen in any other RTS. And it supports insanely huge battles with hundreds of players and tens of thousands of units.150-player match: https://www.youtube.com/watch?v=gQJujiZ-oz0https://www.beyondallreason.info/ reply: BAR has quietly become the best RTS to release in years and is a huge amount of fun. It really feels like the version of TA that my nostalgia remembers even though the game and units are a bit different.My group don't play competitively, we hop on for a bot bash once a week and the AI is a lot of fun to play against. I'm excited for them to finally release on Steam because that will lower the barrier to entry and increase exposure because the game definitely deserves success.
Fair enough, but is there an advantage over the spring engine? Another clean room implementation that understands total annihilation data-structures, a project started 20 years ago.For what its worth, the Total Annihilation derived project with the most attention currently is is BAR https://www.beyondallreason.info/ They decided to make it legally distinct, but it was the balanced annihilation project which was total annihilation rebalanced for better pvp. I don't play too many RTS so this is not authoritative, but BAR plays better than any other rts I have tried, They really care about the fine details of user experience there.In fact, I consider Chris Taylor(Total Annihilation, Supreme Commander) to be one of if not the greatest RTS designers. His games don't have the fluff people appear to love(looking at you starcraft) but he gets the control design better than anyone else I have seen. reply:...
I have been working on this for supreme commander!With modern tooling, libraries and such, many of supcoms old technical issues can be addressed. (plus it now works on linux and mac!)I think I'm close to a like for like version.And of course the performance is leaps and bounds beyond what supcom could do, you can see a 64,000 unit air fight, and I'm pretty sure i can get that going at 60fps plus!and end game vs the ai, is still 4x realtime, well beyond what supcom could do.and of course higher player v player battlesYou can see that all here and in the replies https://forum.faforever.com/topic/10451/supcom-moho-engine-r... reply: This is super exciting! Also would love to see the code when you share it
I like how they documented the original game's data formats: https://nanolathe.gg/docs/
Random meta comment - but have you noticed that especially Codex generated websites tend to have these 01, 02, 03 numbers as part of card layouts? (see the section just below the header). It's almost the em-dash equivalent for AI built website detection. reply: I really despise these AI generated websites, they often look so samey. IDK about the numbering, but the overuse of cards everywhere, and abusing my favorite color schemes (tokyo-night, dracula style), really irritates me (esp, the color schemes, way to ruin even colors, guys).It makes me dislike whatever they're trying to "sell" (literally or metaphorically). I wish people who wanted to be "creative" would you know... be creative, not just "push button, machine go brrr" which is what half this stuff spits out. Template, generic, no individuality. Hyper "professional" looking (but just "cool" enough to not be completely corporate).On the other hand some of these look better and are more responsive than older sites that were definitely fuglier, klunky and less responsive. It feels like there's a middle ground, which I think is where good designer comes into play.
Planetary Annihilation was made by some of the people who worked on Total Annihilation:https://store.steampowered.com/app/386070/Planetary_Annihila...https://en.wikipedia.org/wiki/Planetary_AnnihilationMore than just a spiritual successor, imo. reply: Unfortunately did not even come close to capturing the magic of the original or TASpring / BAR though, sadly. I wanted to like it but it suffered from a lot of sequelitis.
Beyond all reason is much balanced alternative and much much better , something AAA Stuidios cannot even dream of building .
Not sure about this one, but there is another engine that started as a Total Annihilation clone: https://recoilengine.org/Some of the (open source) games on that engine (https://beyondallreason.info/ and https://zero-k.info/) have similar feeling with the original TA, with quite different play styles. I do prefer Zero-K over Beyond All Reason, but I would recommend anyone interested in the genre to try both and decide for themselves. reply: Zero K is deceptively amazing, like StarCraft mixed with supreme commander.The lead Dev's "Cold takes" blog series are dripping with the sort of insights you only get from years of hard won iteration and if you like RTS games are a joy to read : https://zero-k.info/mediawiki/Cold_Takes
The Supreme Commander community, the spiritual successor to Total Annihilation, still has an active community here: https://faforever.com/ "Forged Alliance Forever" is also a great mod, balancing changes, game lobbies and whatnot.
Spiritual successor already exists: https://github.com/beyond-all-reason/Beyond-All-Reason
I love this so much. Something I’m a bit obsessed with lately is watching AIs (the classic kind) battling endlessly in games like this. Total Annihilation is a great fit for it because the maps are often wide open and grand scale.I think Beyond all Reason has had some 50v50s or close that are a bit ridiculous to watch.
Do people understand how bad these AIslop websites look?
Love it, hope something for Supcom comes out soon.
This is amazing! Thank you for reminding me of the one game I spent so much time playing when I was young. I remember drawing the units on paper and playing with them on the table when I didn't have access to the computer.
At this point with the speed AI assisted decomps, remakes, reverse engineered ports, and homebrews come out I think GTA VI will be "released" (not by Rockstar ofc) on PC days after the PS 5 release. Especially that an early leaked dev build, compiled on PC, is already out there which helps a lot with the case.
I have such good memories of TA. I was about 12 years old when it was released, and it was one of my first "computer games". It was my first introduction to RTS games, and in a lot of ways defined the genre of games I love today.I spent so much time in the game playing the story, then playing skirmishes, building massive bases. "Hacking" the game to increase the max-unit-count to numbers my computer could barely manage.Then I discovered HEAT.NET and started playing in a competitive clan. Then... life happened, and I have a lot of nostalgia for it now, but not enough time.
I wonder how long it will take society to move past the idea of intellectual property being a thing you can own / control / solely exploit. It seems to me that in the future, the spoils will go to the most motivated. Which is already how it works, but money has been the dividing factor: I am thinking of the web game Pandemic 2, it came out as an ugly flash game but it was a lot of fun. Then, another guy (who was on the Shacknews forum at the time) saw it, and I guess he had some money, so he hired artists and engineers and copied the game, creating Plague Inc, a much slicker and polished version of Pandemic 2. We should all be familiar with Plague Inc, as that guy is certainly a multi-millionaire now. But all he did was put more effort into some other idea he liked. It seems to me that this Total Annihilation port, and projects like Beyond All Reason, show that in some cases, humans can appreciate the idea that intellectual property isn't really locked up if the owners aren't exploiting it themselves. We just need to move the needle a little further:...
Super interesting. Was the creation of these four rules agentic?https://github.com/nanolathe-gg/nanolathe/blob/main/AGENTS.m...
Very cool! I found the different rendering to deviate too far from the original renderer, so for now I think the version on Steam is a better experience.But this is promising! I look forward to updates!!
Taking abandonware titles, and essentially doing a port/remaster that isn't byte for byte accurate but is far easier to mod I think is where the interesting work and value is here. The legal side is going to get messy though.
I love the TA soundtrack. (Pity about Jeremy Soule being an alleged predator.) The old RTS games (Age of Empires, Starcraft, Red Alert) had such great soundtracks.
i never played ta, but "beyond all reason" is worth mentioning as it seems to be also a more modern (relatively) take on ta. mostly similar units but a 3d engine etc. Also open source and free to play wo any of the dark patterns that pervert most modern multiplayer online games. "battle passes" , "pay to win", gambling "crates"
TA is an amazing game. Forged Alliance is a better game because it was made 10 years later. The open source FAF project to mod it and keep it alive can only go so far without engine replacement. I’m hoping we can see something like this for Forged Alliance. BAR is a TA clone, missing out on the structural improvements from Forged Alliance
that's so cool, thanks for bringing those vibes back to life!
This is incredible and still one of the best RTS games available. However, the old rendering engine somehow looks more appealing a similar issue with Shogun 2.
> The original isometric view gains a new sense of scale.Come on ChatGPT/Claude, you're smart enough to know the original wasn't an isometric perspective. It was directly top-down, no camera rotation. 3D over 2D terrain with a heightmap.
The best thing about TA years after it was released was the mod scene. Specifically around AI and unit mods. Because of that we kept playing it well until SupCom forged alliance was released.
People in the comments are misundertsanding the difference between a faithful remake and a "spritual successor" with completely different units, gameplay, and content.