SUPCOM RTS

Development Notes

Journey so far

Short, concrete updates on what was improved and what is planned next.

Series: Terrain Generation Deep Dive (6 Parts)

A full breakdown of the terrain generation process, architecture, and techniques used.

  1. Part 1: Pipeline Foundations
  2. Part 2: Base Shapes and Macro Features
  3. Part 3: Erosion Modeling (Hydraulic + Thermal)
  4. Part 4: Biome and Material Synthesis
  5. Part 5: Gameplay Affordances and Strategic Features
  6. Part 6: Performance, Diagnostics, and Validation

Dev Journal Entries

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Chronological highlights from the project so far.

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Developer Journey Timeline

Phase 1: Diagnostics

Added forest-factor heatmap overlays, per-stage counters, and coverage metrics to expose tree scatter behavior.

Phase 2: Quick Wins

Split tree density controls from global scatter density, relaxed biome thresholds, and made separation adaptive to forest factors.

Phase 3: Structural Improvements

Introduced macro patch seeding, distance-based falloff, and per-patch quotas to preserve smaller forest islands.

Phase 4: Performance and LOD

Extended tree render ranges, validated GPU placement grid limits, and aligned WebGPU scatter LOD behavior.

Phase 5: Validation

Completed biome checklists, density targets by map size, and before/after capture tracking for visual regression control.

Roadmap: What Comes Next

Now

  • Stabilize current impact effects and combat readability.
  • Harden performance around large mixed battles.
  • Expand automated visual and behavior gate checks.

Next

  • Iterate unit behavior map and tactical overlays.
  • Improve progression of map generation and strategic features.
  • Tighten menu-to-match startup flow and UX consistency.

Later

  • More content depth: units, factions, and map set expansion.
  • Long-form balancing and scenario-driven testing.
  • Production-ready deployment pipeline and release cadence.

Play and Support

Try the latest build, then support continued development.