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DEVELOPER LOG TRANSMISSIONS

Chronicles of gameplay design, code architecture breakthroughs, and visual changes

Turrets in Motion: Kinematic Aiming and Zero-Allocation StarUI
DEV DIARY2026-05-24

Turrets in Motion: Kinematic Aiming and Zero-Allocation StarUI

Bringing capital ship turrets to life with render-side kinematics and introducing StarUI, a zero-allocation HUD.

#graphics#ui
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Guts and Glow: Voxel Damage & Broadside AI
DEV DIARY2026-05-23

Guts and Glow: Voxel Damage & Broadside AI

We watch exposed decks, ribs, and dark interior structural wounds take shape, tune laser carving, and face orbiting broadside enemies.

#voxels#graphics
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Retained Damage Rendering & Zero-Alloc Billboards
DEV DIARY2026-05-23

Retained Damage Rendering & Zero-Alloc Billboards

Under the Hood: Technical deconstruction of procedural wound mesh generation and optimization of FNA billboard structures.

#voxels#rendering
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Newtonian Flight and Weapon Gating
DEV DIARY2026-05-22

Newtonian Flight and Weapon Gating

We integrate assisted Newtonian momentum, implement roll controls, and implement broadside weapon firing arcs.

#physics#controls
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Newtonian Basis Vectors & BEPUphysics Integration
DEV DIARY2026-05-22

Newtonian Basis Vectors & BEPUphysics Integration

Under the Hood: Deconstruction of ship-local thrust transformations and details of BEPUphysics v2 integration with dense scaling benchmarks.

#physics#bepu
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FNA Native Scaffolding & Dynamic Font Rendering
DEV DIARY2026-05-21

FNA Native Scaffolding & Dynamic Font Rendering

Under the Hood: Details of the RID-aware native deployment build pipelines and implementing runtime TTF vector font generation via FontStashSharp.

#scaffolding#fna
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First Transmissions: Vendored FNA Scaffolding
DEV DIARY2026-05-21

First Transmissions: Vendored FNA Scaffolding

We vendor FNA, construct native runtime paths, and set up our development environment to render our first capital ship model.

#scaffolding#fna
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