+ Inside Nanolathe
A new foundation. A familiar battlefield.
Explore Nanolathe’s clean-room engine and experimental GPU renderer.
The foundation
Rebuild with understanding.
Nanolathe is an independent, open-source 2.5D RTS engine in Go. Its current focus is a clean-room reimplementation of Total Annihilation. Its goal is to preserve the original game’s behavior while making the implementation understandable and giving presentation room to evolve.
Committed game frame
ClassicSoftware renderer
ModernGPU rendererExperimental
Shared frame. Two rendering paths.
In developmentThe GPU renderer.
The experimental GPU path replays an ordered draw list through Ebitengine. The classic software renderer remains the default while the GPU implementation is developed and visually reviewed.
The design keeps rendering separate from authoritative simulation. Future enhanced presentation builds on this shared foundation.
Read the renderer design ↗ Current prototypeTry the modern path.
From an engine checkout with a working game-data installation:
go run ./cmd/nanolathe --root "/path/to/TotalAnnihilation" --renderer=modern
Experimental. Appearance and performance are still being evaluated.
Project scopeSingle-player first.
Skirmish and campaign play are the implementation focus. Networking and multiplayer are outside the current scope. In-battle save restoration remains unfinished.
Check the current status ↗