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My OpenRA Learning Journey
Introduction
Welcome to my OpenRA wiki! This space documents my learning journey through the OpenRA engine architecture and game design. As an open-source recreation of classic Command & Conquer games, OpenRA offers a fascinating look at how modern game development techniques can revitalize classic RTS gameplay.
Why I Started This Journey
I wanted to understand how OpenRA works from the inside out - its design principles, component architecture, and modding capabilities. By documenting my discoveries, I hope to:
- Build a personal reference for future development
- Help others who want to learn about game engine architecture
- Contribute meaningfully to the OpenRA community
Key Areas of Focus
Engine Architecture
OpenRA uses a component-based architecture with a clear separation between the game engine and mod-specific content. The engine is written in C# and built on .NET, making it cross-platform while maintaining good performance.
Trait System
At the heart of OpenRA is its trait system - a powerful approach where game entities (actors) are composed of modular traits. Each trait handles a specific aspect of functionality:
- Traits like
WeaponInfo
define combat capabilities - The engine uses dependency resolution to handle trait ordering
- Traits communicate through well-defined interfaces
Modding Framework
OpenRA was designed for modding from the ground up:
- Mods are defined using YAML configuration
- The engine supports multiple game mods (RA, TD, D2K, TS)
- Custom rules can be defined to create entirely new gameplay experiences
Moving Forward
This wiki will grow as I continue learning with GitHub Copilot's assistance. Future pages will explore specific systems in depth, document code patterns, and share modding techniques.
This is just the beginning of my exploration. Check back for more detailed pages on specific OpenRA systems and practical modding examples.