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* 🚀 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-core crate 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 lns utility, we can now hot-swap
    between web, desktop, and android targets.
  • 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 the 10.0.2.2 emulator 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-frontend via an iframe.
  • Communication Protocol: We implemented a versioned postMessage
    protocol in lunar-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 as GalleryStar DTOs. 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:

  1. 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.
  2. The “Minimize” Trap:
    While we implemented WindowLifecycle to keep applications alive in
    the background using display: 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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