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:
- Running heavy simulations of billions of stars in background threads while
maintaining editor stability. - Stabilizing enemy pathfinding during manual entity manipulation.
- 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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