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D011: Cross-Engine Play — Community Layer, Not Sim Layer

Decision: Cross-engine compatibility targets data/community layer. NOT bit-identical simulation.

Rationale:

  • Bit-identical sim requires bug-for-bug reimplementation (that’s a port, not our engine)
  • Community interop is valuable and achievable: shared server browser, maps, mod format
  • Applies equally to OpenRA and CnCNet — both are CommunityBridge targets (shared game browser, community discovery)
  • CnCNet integration is discovery-layer only: IC games use IC relay servers (not CnCNet tunnels), IC rankings are separate (different balance, anti-cheat, match certification)
  • Architecture keeps the door open for deeper interop under deferred M7+/M11 work (OrderCodec, SimReconciler, ProtocolAdapter)
  • Progressive levels: shared lobby → replay viewing → casual cross-play → competitive cross-play
  • Cross-engine live play (Level 2+) is unranked by default; trust/anti-cheat capability varies by compatibility level and is documented in src/07-CROSS-ENGINE.md (“Cross-Engine Trust & Anti-Cheat Capability Matrix”)