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DevLog #5: God-Mode Editor, Crate Separation, and Stealth Features

Following the development of “Mission Control,” the project has transitioned
into a full 3D environment. The cosmos is no longer just being generated; it can
now be manipulated in real-time.

Project “Lunar-Hal”: God-Mode Editor

The new 3D editor allows for direct manipulation of the simulation rather than
just monitoring metrics through the TestBench.

  • Free-Fly Mode: A fully functional in-engine 3D editor. Users can toggle
    Creator Mode to navigate through stellar clusters at high speeds.
  • Real-Time Manipulation: Selecting a star allows for immediate overrides of
    mass, spectral class, and luminosity. The SIREN engine recalculates
    astrophysics on the fly, updating the frontend visuals without performance
    drops.

Architecture: The Great Crate Separation

To manage codebase complexity, the backend has undergone a significant
architectural refactor. All core gameplay logic has been isolated into a
dedicated, independent Rust crate.

  • Modular Design: Rendering overhead and editor scaffolding are now separated
    from pure game rules, physics, and state machines.
  • Improved Compilation: Logic changes no longer require recompiling the entire
    project. Crates now compile in isolation, allowing for faster iteration and
    cleaner incremental builds.

Inventory System and Stealth Mechanics

Work has begun on a functional inventory system designed to hold “Creator
Tools.” This system moves beyond traditional item management into world
manipulation.

  • Drag-and-Drop Reality: Mechanics are being implemented to allow users to
    grab celestial bodies directly from the viewport to rearrange solar systems
    manually.
  • Entity Interaction: These telekinetic mechanics are also being tested on
    combat entities. This allows for manual interaction with hostile fleets,
    such as testing physics logic by moving units into gravitational anomalies
    like black hole event horizons.

Lunar-Frontend: Enhanced UI

The UI has been updated to accommodate the new editor and inventory
capabilities:

  • Creator Widgets: The modular sidebar now includes inspection panels for
    editor controls and inventory management.
  • Optimized Streaming: The frontend provides a seamless bridge between
    TestBench metrics and the heavy 3D viewport, maintaining high performance
    during active manipulation.

Roadmap

The next phase of development will focus on:

  1. Running heavy simulations of billions of stars in background threads while
    maintaining editor stability.
  2. Stabilizing enemy pathfinding during manual entity manipulation.
  3. Preparing the architecture for multiplayer synchronization.

Note: DevLog updates may be sporadic due to local ISP and network routing issues
affecting access to the Hack Club site. Space logistics are complex, but
terrestrial routing remains a significant challenge.

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