Cross-platform determinism
Fixed-point sim math and strict command flow keep ARM and x86 clients aligned.
Modern RTS engine for Total Annihilation-scale battles
AEX is a ground-up C++ engine focused on deterministic simulation, native TA content, cross-platform multiplayer, replays, and creator workflows for large-scale RTS games.
Engine direction
The engine is designed around bit-identical simulation, server-authoritative multiplayer, native replay support, and renderer/sim separation from the start.
Fixed-point sim math and strict command flow keep ARM and x86 clients aligned.
HPI, GAF, 3DO, COB, FBI, TNT, OTA, and TDF formats are first-class engine inputs.
Command streams and checkpoints support recovery, spectating, and fast replay seeks.
Creator platform
AEX keeps legacy TA assets useful while adding typed schemas, validation, modern packaging, and portable tooling for mods, standalone games, maps, units, weapons, UI, and effects.
The goal is to make old content load faithfully and give creators a clean path toward new projects that do not depend on brittle legacy pipelines.
Near-term focus
Close core combat, movement, COB scripting, resource economy, and map behavior gaps.
Handshake, recovery, checkpointing, replay flow, and user-facing connection state.
Package inspection, schema validation, conversion guides, and editor workflows.