Hi there. The purpose of this webpage is to introduce my prototype 3D space RTS game, Displacement.

About me

My name is Simon Stannus and I'm a Australian software engineer specialising in virtual and mixed reality, currently working in that field in the US. I started working on this project while waiting to have my PhD dissertation on 3D navigation and interaction in geo-visualisations graded. While both this research and my subsequent work in industry have been rewarding in their own ways, in the back of my mind I have always had the strong desire to apply these techniques to 3D games.

Update 3: Lobby UI

After a long hiatus, I've continued development by starting work on a potentially separate lobby client program. Watch the update video below for more information:

Update 2: On Topology

Motivated to keep the existing simulation engine while opening up the possibility of using 3rd party engines to handle rendering, I have decided to separate out the UI from the core engine entirely. The plan will be to develop a new interface in a modern game engine (probably Unity initially) and connect it to the simulation engine via TCP. While this may seem like a strange design choice for a peer-to-peer RTS game, it opens up some interesting possibilities.

One of the main issues with peer-to-peer RTS games is the crippling effect that a single player with a slow CPU can bring to a match. Some titles have addressed this by doing all simulation on a central cloud server and sending unit positions and states rather than orders to each player. My plan is to give players the choice of whether or not they want to run their own simulation client or connect to one remotely, allowing arbitrary topologies that can be optimised according to the CPU or network constraints of individual players. The diagram below illustrates the flexibility of this approach:

Update 1: Initial Prototype

The video below shows an initial prototype version of the game engine and the ideas behind its design:

Motivation

I've been a gamer for many years and I've particularly enjoyed real-time strategy games ever since I first played a demo of the original Command & Conquer on Playstation. After making the move to the PC and Tiberian Sun it became hard to imagine ever having played an RTS without a mouse. Not long after that Red Alert 2 introduced me to the world of online play and single-player just didn't cut it any more. Then Emperor and C&C Generals came along, with 3D models and a rotating camera that quickly made isometric games look outdated. After some detours through Warcraft III and Starcraft, I eventually eschewed my prejudice against right-click actions and found myself playing Supreme Commander. I was blown away by the sheer scale of the game and the seamless way in which dynamic zooming facilitates control at every level, not to mention countless other features such as templates, editable queues and ferrying routes. Disappointed by the direction Supreme Commander 2 took, I was glad to see Planetary Annihilation continue SupCom's legacy of innovation, with interplanetary combat, area orders and chrono-cam all pushing the genre forward.

I think the burgeoning VR revolution represents the next such leap forward for RTS games. With the two titans of Facebook and Valve investing heavily in both head-mounted displays and dual 6DoF input systems, mainstream gaming will finally have platforms for proper 3D interaction. 3D RTSs such as Homeworld already exist, but the traditional mouse-keyboard-monitor paradigm makes for very clunky camera control and interaction. This project is an attempt to show what an RTS that takes full advantage of VR might look like.

Design principles

Inspirations

As an avid player of games and consumer of all things sci-fi, I thought I should mentions some of my inspirations :