Huh. I'm familiar with the Spring RTS FOSS project (https://springrts.com) which started as a reimplementation of TA, and of course Planetary Annihilation, but not "Beyond All Reason" - do you have an authoritative link?
It's an open-source project that started as a fork of SpringRTS. To my eye it looks nearly like a clone of Supreme Commander.
I watched a few ranked 1v1 games on uThermal's YouTube channel (he's a former Starcraft 2 pro who mostly makes YouTube videos about Starcraft 2). Here's the playlist.
Well, when I saw the first Supreme Commander video it looked a lot like Sprint RTS running Balanced Annihilation to me. Right down to how the terrain deformation worked and the command queuing.
Was there any particular reason for the fork? There's a lot of Spring RTS projects but they all use the same codebase.
http://springrts.com/wiki/Games
The Spring RTS FOSS engine is an engine, but does not provide the game assets or game-specific code.
Recoil is a fork of the Spring engine (background: Spring made backward incompatible changes; Recoil forked to retain backward compatibility). Beyond All Reason uses the Recoil engine and supplies its own game code, shaders, and assets.
Huh. I'm familiar with the Spring RTS FOSS project (https://springrts.com) which started as a reimplementation of TA, and of course Planetary Annihilation, but not "Beyond All Reason" - do you have an authoritative link?
The official website is https://www.beyondallreason.info/
It's an open-source project that started as a fork of SpringRTS. To my eye it looks nearly like a clone of Supreme Commander.
I watched a few ranked 1v1 games on uThermal's YouTube channel (he's a former Starcraft 2 pro who mostly makes YouTube videos about Starcraft 2). Here's the playlist.
https://www.youtube.com/playlist?list=PL_USFDBbymGUwLPiopP2q...
Well, when I saw the first Supreme Commander video it looked a lot like Sprint RTS running Balanced Annihilation to me. Right down to how the terrain deformation worked and the command queuing.
Was there any particular reason for the fork? There's a lot of Spring RTS projects but they all use the same codebase. http://springrts.com/wiki/Games
The Spring RTS FOSS engine is an engine, but does not provide the game assets or game-specific code.
Recoil is a fork of the Spring engine (background: Spring made backward incompatible changes; Recoil forked to retain backward compatibility). Beyond All Reason uses the Recoil engine and supplies its own game code, shaders, and assets.
https://recoilengine.org/articles/choose-recoil/
https://recoilengine.org/ (list of games powered by Recoil)
https://github.com/beyond-all-reason
Source: been in the BAR Discord for about a year, have contributed tiny bits of server code to the project, and read a few pull request comments.
BAR is a great RTS
BAR is a really great RTS game. By far the best one today. It is very balanced and has a lot of depth. Highly recommended for any RTS enthusiast.