SUPCOM RTS

Status Board

Implemented Systems and Features

This is a current snapshot of what is already shipped in the project and where each system stands.

Snapshot date: February 23, 2026

Stable Active Iteration Experimental

World and Terrain

Procedural Map Pipeline

Stable

Multi-stage terrain generation pipeline and map configuration stack are integrated in runtime.

Multi-Biome Terrain

Stable

Biome-specific behavior and visuals are active across map generation and rendering.

GPU Heightmap and Erosion

Active Iteration

GPU-assisted terrain path is implemented and used with ongoing tuning and quality checks.

Terrain Material Stack

Stable

Generated terrain texture set and material blending pipeline are integrated in builds.

Trees, Scatter, and Environment

Scatter Tree Placement

Stable

Macro patch seeding, per-patch quotas, adaptive separation, and density controls are implemented.

Tree Validation Gates

Stable

Production and quick tree gates with artifact export and biome checklists are available.

Forest Diagnostics

Stable

Forest-factor overlays, stage counters, and density coverage metrics are available.

LOD and Billboard Distance Tuning

Active Iteration

LOD/draw-distance alignment is deployed and still being tuned against performance targets.

Gameplay and Simulation

Core Simulation (Units, Buildings, Economy)

Stable

Core sim loop, building lifecycle, production queueing, and economy systems are running in-game.

Combat Behaviors and Ballistics

Active Iteration

Combat profiles, targeting logic, and physics are implemented with ongoing balancing work.

Victory and Match Flow

Stable

Victory manager and match setup flow are integrated into runtime startup and play loops.

Save and State Persistence

Active Iteration

Save manager exists and is integrated, with continued hardening expected as feature scope grows.

Rendering, UI, and Tools

WebGPU Framegraph Renderer

Active Iteration

Framegraph-based render path is active, with continued profiling and pass-level tuning.

Fallback and Interop Paths

Stable

WebGL/entity integration and fallback logic are present for broader runtime compatibility.

HUD, Overlay Hub, and Debug Panels

Stable

In-game overlays and panel tooling are integrated for both gameplay and diagnostics.

Impact Graph FX Pipeline

Experimental

New impact effect graph and obstacle-aware behavior are implemented and under validation.

Audio and Menu Systems

Stable

Main menu, profile/settings flow, and sound/music managers are integrated in startup.

Profiling and Runtime Telemetry

Stable

Performance overlays, diagnostics commands, and startup activation reports are available.

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