DEVELOPER LOG TRANSMISSIONS
Chronicles of gameplay design, code architecture breakthroughs, and visual changes
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.

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.

Retained Damage Rendering & Zero-Alloc Billboards
Under the Hood: Technical deconstruction of procedural wound mesh generation and optimization of FNA billboard structures.

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

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

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.

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.