DigitalExtinction/Game
A 3D RTS game implemented in Rust.
Digital Extinction
Digital Extinction (de-game.org,
Documentation,
GitHub,
Discord) is a 3D real-time strategy (RTS)
game. It is set in the near future when humans and AI fight over their
existence.
It is open source & free software. Forever! It runs on Linux,
Windows and potentially other platforms.
The game is completely written in Rust with
Bevy used as the engine.
Status
The game is still in the early phases of its development. If you
are looking for a mature game, come back in a few months.
Feedback, bug reports, and other contributions are welcome.
How to Play?
Game controls & gameplay tutorial is at
docs.de-game.org/tutorial/.
Downloading Nightly Builds
Build from main branch is automatically published every night as a ZIP
archive. The archive contains:
- all necessary game assets,
- main game binary (
deorde.exe), - DE Lobby binary (
de-lobbyorde-lobby.exe), - and DE Connector binary (
de-connectororde-connector.exe).
Follow these steps to start the game on your computer:
-
Download nightly ZIP file for your OS and CPU:
-
Extract the ZIP file.
-
Execute binary file called
deorde.exe.
Building from Source
What you need:
Clone, build & run recipe (will work in the majority of the cases):
git clone git@github.com:DigitalExtinction/Game.git DigitalExtinctioncd DigitalExtinction- make sure that Git LFS files in assets/ are pulled
cargo run --release
Build Profiles
Testing Profile
On top of the standard Cargo build profiles, there is a testing profile
optimized for manual testing. In this profile, extra checks and debug info are
included in the build. LTO is disabled and the optimization level is fine-tuned
for fast compilation times while keeping performance reasonable.
LTO Profile
Profile lto shares configuration with release profile but enables LTO.
Cargo Build Features
The following are the Cargo build
features supported by
the game. These features enable special functionality that can be useful during
development, testing, and experimentation.
godmode
godmode makes it possible to control all game entities (i.e. enemy units and
buildings).
Where to Get Help?
- Consult CONTRIBUTING.md or the online documentation at
docs.de-game.org. - Open a question in the Q&A category of this repository's
discussions. - Reach out to the community.
Community
See Contributor Covenant Code of Conduct.
Goals
Many of the goals are intentionally vague and aspirational. They serve as a
general direction for future development. All changes and decisions shall go
hand in hand with the spirit of the following goals.
-
Develop a forever free (as in free speech) and open source RTS game. A game
without the restraints of commercial development – no marketing-motivated
features, no dopamine traps, no in-game purchases… -
Design an original game, not yet another clone of an existing (and often a
very old) game. The game is a combination of tried and true concepts and
mechanics from the RTS genre with new and innovative ideas. -
Create a true strategy game, where dexterity or APS do not play the
primary role. -
Focus on exponential in-game technological and economical progress. Players
who consistently outperform their competitors for extended times prevail.
Short-term boosts and performance fluctuations do have a proportionately
small impact on the game results. -
Produce a modern game, unchained from obsoleted constraints and utilizing
current technology. Truly utilize the power of modern multi-core CPUs and
other capable hardware with the help of advances in software development,
like fearless concurrency of Rust programming language, or ECS-based Bevy
engine.Seize this technological opportunity to create an RTS of grand scale, with
hundreds of buildings and thousands of fully simulated units on the game map. -
Develop the game indefinitely and incrementally. To regularly ship a new
version (rolling release) and to forever improve the game based on new
experiences and new ideas. -
Show that non-trivial games could be created in Rust and by extension Bevy
engine.
Game Design
See game design documentation.
Contributing
Contributions to the project in any form are welcomed. Check out our
Contributor's Guide.
MSRV: the Minimum Supported Rust Version (MSRV) is “the latest stable release”
of Rust.
Roadmap
Bellow is a high-level roadmap. Also, see Issue
#246 with a detailed
path toward version 1.0.
- Proof of Concept
(PoC) - Prioritize in development cycles, each organized in a GitHub milestone named
Run N. For example Run
2. - Release (first) version
1.0 - Indefinitely improve the game
Proof of Concept
This is an embarrassingly bare bones game. It is complete in the sense that you
can start the game, play against someone and win or loose.
At this stage, the game is too bare bones to be enjoyable. The UI/UX misses
some very important features (like seeing what units are selected, ability to
see health / energy of units, and so on).
The goal of this milestone is to lay down the foundations, setup basic
infrastructure (GitHub Actions, issues labels, …) and achieve an important
psychological milestone.
1.0
This is the first published version of the game. In theory, this should be the
earliest possible version, minimizing development time and effort, which is
threshold enjoyable for an actual player.
As opposed to PoC, this version has all the basic UI to make the UX acceptable.
The game mechanics are somewhat expanded so it is no longer thoroughly “dummy”.
License
Source Code
Digital Extinction is free and open source. All code in this repository is
licensed under GNU AGPLv3 (LICENSE or
https://www.gnu.org/licenses/agpl-3.0.en.html).
Unless you explicitly state otherwise, any source code contribution
intentionally submitted for inclusion in the work by you, shall be licensed as
above, without any additional terms or conditions.
Assets
All game assets are located in /assets directory of this repository.
Assets placed in a directory with a file named LICENSE are licensed under the
license stated in the file.
All other artwork in this repository, including 3D models, textures,
animations, UI bitmaps, sounds and music are licensed under
Attribution-ShareAlike 4.0 International (CC BY-SA
4.0)
