* 🚀 DevLog #8: The Great Pivot — From Game to Technical Stellar Platform *
The mission has changed. Following the deployment of the WebOS in DevLog
#7, we realized that the “game” mechanics were holding back the true
potential of the engine. This update marks our transition from a
simulation with combat elements to a high-fidelity technical
platform for stellar generation, research, and visualization.
We have officially executed the transition plan, gutting the “game” and
hardening the “platform.”
The Great Purge: lunar-stellar-core
The era of lunar-game-backend is over. We have performed a git mv on
the heart of the engine to establish a strict architectural boundary.
-
Logic Extraction: We have completely removed all traces of
Enemies, Projectiles, HP, Attacks, and the “Attention Map.” The
simulation no longer cares if you are “watching” a star; it only cares
about the physics. -
The Core: The new
lunar-stellar-corecrate is now
framework-agnostic. It handles only the technical state: camera math,
sector caching, and the pipeline results. -
Terminology Shift: “World” is now “StarScene.” It’s no
longer a level; it’s a coordinate-stable dataset.
Unified Multi-Platform Deployment
We’ve consolidated our frontend logic. Instead of separate builds, we
now have a single Managed Frontend Service with a unified builder.
-
Target Switching: Through the
lnsutility, we can now hot-swap
betweenweb,desktop, andandroidtargets. -
Android Integration: The platform now supports Android NDK/SDK.
We’ve replaced mouse-only logic with Pointer Events, enabling
touch-based pan/zoom/selection. -
Runtime Config: The backend now dynamically injects the correct
URL (handling the10.0.2.2emulator trap) based on the active
platform.
Sandbox 2.0: The Admin Overlay
The Sandbox is no longer a separate copy of the simulation. It has
evolved into a Meta-Management Shell for the real frontend.
-
The Iframe Bridge: The Sandbox now embeds the live
lunar-frontendvia an iframe. -
Communication Protocol: We implemented a versioned
postMessage
protocol inlunar-structures. The Sandbox sends Admin Commands
(CreateStar, SetCamera) and receives Scene Events (StarSelected).
Permanent SIREN Gallery & Drag-and-Drop
We’ve moved from “latest renders” to a persistent filesystem-based
catalog.
-
Atomic Persistence: Stars created via AI or manual tools are now
saved asGalleryStarDTOs. Each star gets its own directory with
metadata, SIREN textures, and thumbnails. -
True Drag-and-Drop: We’ve implemented a custom drag-session in
the WebOS. You can now drag a star from the Gallery into the
Sandbox to insert it into the live scene, and vice versa.
Found Issues
The transition hasn’t been without its casualties. Two “boss-level” bugs
have appeared during the implementation of the new WebOS logic:
-
Sandbox Handshake & OS Crash:
Currently, the Sandbox is failing to “see” the Frontend service
through the iframe bridge. Even worse, attempting to initialize the
connection often results in a total OS-level hang, crashing the
Testbench entirely. We are currently investigating if this is a circular
dependency in the backend or a massive memory leak during the
handshake. -
The “Minimize” Trap:
While we implementedWindowLifecycleto keep applications alive in
the background usingdisplay: none, we hit a critical logic error.
Once an app is minimized, the “un-minimize” (maximize) function fails
to trigger. The app remains in a state of digital limbo, perfectly
preserved but completely inaccessible.
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