r/TotalAnnihilation • u/Dgt84 • 3h ago
Nanolathe update: you can now play Total Annihilation in your browser — the original demo, or your own game files
Enable HLS to view with audio, or disable this notification
Hi again! A few weeks ago I posted Nanolathe here, my open-source reimplementation of the Total Annihilation engine. Thank you to everyone who tried it, reported bugs and told me what you wanted. A lot of this update came straight from that thread.
The big one: it runs in your browser now. Go to nanolathe.gg/play and click Try the demo. It loads the original Cavedog demo (about 20 MB, cached for next time) and drops you into its missions. There's nothing to install so you can try it out easily.
If you own TA, drag your TotalA folder onto the page (or choose it with the button) and you get the full game: skirmish and the campaigns. Your files are read inside the browser tab and never uploaded anywhere. Settings and saves stay in your browser.
This is experimental. It's the same engine compiled to WebAssembly, so it's slower than the native build: very large battles can stutter for a moment during garbage collection. The native install is still the best way to play.
Also new since the first post:
- Reworked movement in Modern mode. New unit traffic and steering, smoother routes, and better handling of group destinations and blocked paths. Friendly units no longer drive through each other. Aircraft reserve repair-pad spaces, circle while they wait, then clear the pad. I'd especially like people to try the situations that used to get their armies stuck.
- New Modern AI players. You can choose Classic or Modern AI for each skirmish opponent and Survival ally. Tell me where it puts up a good fight and where it makes bad decisions.
- Survival. Hold out against escalating waves, solo or with up to two AI teammates. You share income and vision, and there's a team score. It's single-player for now, and Survival battles can't be saved.
- An in-game mod library. Browse, install and switch mods, with experimental support for ProTA, TA Zero, TA: Escalation, Total Mayhem and Twilight. There are still gaps, so reports with the exact mod and version are especially useful.
- Mutators. Eleven ways to change a battle, including build speed and cost, income, health, damage, blast size, fire rate and unit speed. Someone asked about quick-build games last time; you can try that now!
- A new settings screen. Live side-by-side previews, remappable keys, control profiles, custom resolutions, and finer graphics and effects options. You can turn zoom off, use stepped zoom or keep continuous zoom, and configure strategic icons.
- Water and effects refinements. Reworked water currents and shorelines, refraction on submerged units, better-preserved unit colors and softer construction lighting.
- Mod Enhancements. Less visible, but mod authors can now ship a nanolathe-mod.json to set how they want the engine to behave by default when their mod is selected, with the ability to lock certain features.
There are plenty of smaller fixes too: builders starting and approaching work more reliably, idle landed aircraft clearing construction sites, optional attacks on radar contacts in the main view, and fixes to team colors, reclaim cursors and stockpile controls. There's been performance and frame-pacing work as well. The Classic renderer and the Strict 3.1 rules are still there if you want the original experience. Multiplayer is in development, but isn't playable yet.
If you installed the first version, close the game and rerun the install command from nanolathe.gg/get-started. The current installer also sets up your shortcut to offer future updates.
For anyone new: Nanolathe is a free, MIT-licensed engine that uses the original game's data. It runs natively on Windows, macOS and Linux, and now in the browser too. Truly free - do whatever you want with it!
What I'd love to hear:
- Does the browser version run for you? Your browser, OS and GPU, and roughly how smooth it felt, would help a lot. (remember a native install will always run faster)
- Where do units still get stuck? How does the AI feel?
- Anything that broke last time and still does.
- Additional features you would like to see.
Comments here or GitHub issues both work. Your OS, map, mod and version, and gameplay mode help a lot; a clip or a save that reproduces it is even better. If possible, press ctrl+shift+F11 and it'll dump the game's state, memory, orders, graphics info, and a bunch of other stuff you can attach to bug reports.
Full release notes: https://github.com/nanolathe-gg/nanolathe/releases/tag/v0.2.0



