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Written in Go / Development preview

An open-source
2.5D RTS engine.

Nanolathe is an independent real-time strategy engine written in Go, reimplementing Total Annihilation through clean-room research.

Requires original Total Annihilation game data, supplied separately.

Original concept artwork
01 Original game data02 Clean-room research03 Written in Go04 MIT licensed
The project

Keep the game.
Rebuild the engine.

Nanolathe’s current focus is Total Annihilation: reading its original game formats and reproducing the behavior described by our clean-room research.

Original file formats. Documented behavior. A modern codebase you can read, run, and help improve. Single-player skirmish and campaign are the focus; development is ongoing.

What we’re building {{ partial "arrow.html" . }}
Start building

Your next battlefield starts here.

Developer preview
01/

Bring your game data

Get Total Annihilation from GOG or Steam, or use an installation from your original CDs.

02/

Get the source

Install Go and your platform’s build tools, then clone the Nanolathe repository.

Nanolathe on GitHub
From your Nanolathe checkout
go run ./cmd/nanolathe --root "/path/to/TotalAnnihilation"

Development builds only. Signed downloads will follow.

An engine, explained

The research is part of the project.

All documentation {{ partial "arrow.html" . }}
01 / File formats

Read the building blocks.

Archives, models, maps, scripts, and palettes. Fourteen references to the data behind the game.

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02 / Engine behavior

Understand how it works.

Clean-room contracts for the original engine, with established findings and open questions clearly marked.

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In development / GPU renderer

Old-school character.
New rendering possibilities.

A modern GPU rendering path is taking shape alongside the classic software renderer.

Inside the renderer {{ partial "arrow.html" . }}
Experimental
Community archive

Worth keeping.

A future home for the mods, maps, tools, and ideas that keep Total Annihilation alive.

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