Annihilation Engine X gameplay effect sequence showing a unit vaporizing under green energy fire.

Modern RTS engine for Total Annihilation-scale battles

Annihilation Engine X

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

Built for deterministic scale

The engine is designed around bit-identical simulation, server-authoritative multiplayer, native replay support, and renderer/sim separation from the start.

Cross-platform determinism

Fixed-point sim math and strict command flow keep ARM and x86 clients aligned.

TA-native content

HPI, GAF, 3DO, COB, FBI, TNT, OTA, and TDF formats are first-class engine inputs.

Replay-native networking

Command streams and checkpoints support recovery, spectating, and fast replay seeks.

Annihilation Engine X water rendering overview with shoreline waves, white caps, and depth-based color.

Creator platform

Preserve classic workflows, add modern structure

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

From engine foundation to public release

  1. 01

    Gameplay parity

    Close core combat, movement, COB scripting, resource economy, and map behavior gaps.

  2. 02

    Multiplayer reliability

    Handshake, recovery, checkpointing, replay flow, and user-facing connection state.

  3. 03

    Creator tooling

    Package inspection, schema validation, conversion guides, and editor workflows.