A real-time strategy game engine written in Rust with WebGPU, designed for massive-scale battles and modding without programming.
Oxidator is a real-time strategy game engine written in Rust and WebGPU, designed to handle large-scale battles with up to 100k units while providing integrated tools for modding without programming. It aims to run efficiently in web browsers and supports cross-platform deployment, focusing on performance and accessibility for mod creators.
Game developers and modders interested in creating or playing large-scale RTS games, especially those who want to design mods without writing code, and developers looking for a modern, performance-oriented game engine built in Rust.
Oxidator offers a unique combination of high-performance rendering and simulation for massive unit counts, integrated visual modding tools that eliminate the need for scripting, and a design philosophy that prioritizes accessibility and cross-platform play over deterministic simulation.
RTS game/engine in Rust and WebGPU
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Targets rendering 100k moving units at 60fps on mid-range 2016 hardware using a multithreaded WebGPU renderer, as demonstrated in the gameplay demo with 35,000 units.
Includes integrated map and unit editors with visual programming for behaviors, enabling mod creation without coding knowledge, as shown in the GIF demos for map and unit editing.
Leverages wgpu-rs to run on Windows, Linux, and potentially macOS with no extra effort, making it accessible for browser-based and native deployment.
Client/server system designed for 100ms+ ping to accommodate global players, prioritizing strategy over action-per-minute gameplay, as stated in the non-goals.
Many core features like the mod editor, online repository, sounds, particles, and animation system are marked as not implemented, limiting immediate usability.
Sacrifices determinism for multithreading efficiency, complicating replay functionality and network synchronization compared to engines like Spring.
No hosted servers are provided; users must host their own, which could be a barrier for less technical players despite the planned lobby system.
Modding is constrained to non-Turing-complete visual tools, which may not support complex custom logic found in other engines with Lua scripting.