Dev Stream History: Difference between revisions
Ayjayaredii (talk | contribs) m Updated |
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! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
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| Planetary Transition Strategy: Cloud Masking and Cutscenes || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=1173s | | Planetary Transition Strategy: Cloud Masking and Cutscenes || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=1173s 00:19:33] | ||
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| Science Gameplay: Gathering Physical Samples and Lab Research || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=1326s | | Science Gameplay: Gathering Physical Samples and Lab Research || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=1326s 00:22:06] | ||
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| Procedural Flora: Engine-Level Asset Pools and Gravity Variation || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=1778s | | Procedural Flora: Engine-Level Asset Pools and Gravity Variation || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=1778s 00:29:38] | ||
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| Technical Milestone: Implementing the socket-based Snapping Guide || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=3003s | | Technical Milestone: Implementing the socket-based Snapping Guide || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=3003s 00:50:03] | ||
|- | |- | ||
| Modeling: Adjusting Floor Height and Deck Z-Alignment || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=3565s | | Modeling: Adjusting Floor Height and Deck Z-Alignment || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=3565s 00:59:25] | ||
|- | |- | ||
| Foot IK Optimization: Addressing Snapped Ankle Anomaly in Grooves || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=4153s | | Foot IK Optimization: Addressing Snapped Ankle Anomaly in Grooves || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=4153s 01:09:13] | ||
|- | |- | ||
| Feature Design: Seasonal "Smart Glass" Lift Environment Selection || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=10918s | | Feature Design: Seasonal "Smart Glass" Lift Environment Selection || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=10918s 03:01:58] | ||
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| Blueprint Logic: Creating Lighting-Aware Wall Panel Actors || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=8986s | | Blueprint Logic: Creating Lighting-Aware Wall Panel Actors || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=8986s 02:29:46] | ||
|- | |- | ||
| Shadow Tech: Real-Time NPC Shadow Casting for Floor Accent Lights || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=9849s | | Shadow Tech: Real-Time NPC Shadow Casting for Floor Accent Lights || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=9849s 02:44:09] | ||
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| Optimization: Combined LED and Main Light Contributions || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=8115s | | Optimization: Combined LED and Main Light Contributions || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=8115s 02:15:15] | ||
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| Construction Log: Analyzing Shader Complexity and Transparency Layers || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=7193s | | Construction Log: Analyzing Shader Complexity and Transparency Layers || [https://www.youtube.com/watch?v=LYKNVjzfPmg&t=7193s 01:59:53] | ||
|} | |} | ||
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! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
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| Graphics Update: MegaLights Real-Time Shadowing Benchmarks || [https://www.youtube.com/watch?v=upHOcByqRwE&t=391s | | Graphics Update: MegaLights Real-Time Shadowing Benchmarks || [https://www.youtube.com/watch?v=upHOcByqRwE&t=391s 00:06:31] | ||
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| Performance Optimization: Low, High, and Ultra Lighting Presets || [https://www.youtube.com/watch?t=422s&v=upHOcByqRwE | | Performance Optimization: Low, High, and Ultra Lighting Presets || [https://www.youtube.com/watch?t=422s&v=upHOcByqRwE 00:07:02] | ||
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| Rendering Logic: Solving "Spiggles" (Ray-Tracing Noise) || [https://www.youtube.com/watch?v=upHOcByqRwE&t=545s | | Rendering Logic: Solving "Spiggles" (Ray-Tracing Noise) || [https://www.youtube.com/watch?v=upHOcByqRwE&t=545s 00:09:05] | ||
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| Third-Party Plugins: Divorce from External Reliance Strategy || [https://www.youtube.com/watch?v=upHOcByqRwE&t=675s | | Third-Party Plugins: Divorce from External Reliance Strategy || [https://www.youtube.com/watch?v=upHOcByqRwE&t=675s 00:11:15] | ||
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| Technical Design: Smart-Glass "Fish Tank" Lift Framework || [https://www.youtube.com/watch?v=upHOcByqRwE&t=909s | | Technical Design: Smart-Glass "Fish Tank" Lift Framework || [https://www.youtube.com/watch?v=upHOcByqRwE&t=909s 00:15:09] | ||
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| Ergonomics: Sizing the Lift Puck for Medical Gurneys || [https://www.youtube.com/watch?v=upHOcByqRwE&t=1382s | | Ergonomics: Sizing the Lift Puck for Medical Gurneys || [https://www.youtube.com/watch?v=upHOcByqRwE&t=1382s 00:23:02] | ||
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| Transparency Optimization: Reducing Overlapping Glass Shaders || [https://www.youtube.com/watch?v=upHOcByqRwE&t=2324s | | Transparency Optimization: Reducing Overlapping Glass Shaders || [https://www.youtube.com/watch?v=upHOcByqRwE&t=2324s 00:38:44] | ||
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| Structural Detail: Magnetic Lift Tracks and Deck Join Points || [https://www.youtube.com/watch?v=upHOcByqRwE&t=2700s | | Structural Detail: Magnetic Lift Tracks and Deck Join Points || [https://www.youtube.com/watch?v=upHOcByqRwE&t=2700s 00:45:00] | ||
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| Texture Engineering: 2D Parallax Fish Tank Render Layers || [https://www.youtube.com/watch?v=upHOcByqRwE&t=8774s | | Texture Engineering: 2D Parallax Fish Tank Render Layers || [https://www.youtube.com/watch?v=upHOcByqRwE&t=8774s 02:26:14] | ||
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| Material Logic: Additive vs. Masked Shaders for Holograms || [https://www.youtube.com/watch?v=upHOcByqRwE&t=10425s | | Material Logic: Additive vs. Masked Shaders for Holograms || [https://www.youtube.com/watch?v=upHOcByqRwE&t=10425s 02:53:45] | ||
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| Evolutionary Physics: Tying Power Generation to Reactor Size || [https://www.youtube.com/watch?v=upHOcByqRwE&t=14134s | | Evolutionary Physics: Tying Power Generation to Reactor Size || [https://www.youtube.com/watch?v=upHOcByqRwE&t=14134s 03:55:34] | ||
|} | |} | ||
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! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
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| Technical Milestone: Live Cabling Constraints on Ship Building || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=442s | | Technical Milestone: Live Cabling Constraints on Ship Building || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=442s 00:07:22] | ||
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| Design Evolution: Open-Plan VIP Suites vs. standard Quarters || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=466s | | Design Evolution: Open-Plan VIP Suites vs. standard Quarters || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=466s 00:07:46] | ||
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| Hardware Engineering: Organic 3D Printers for In-Room Dining || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=1001s | | Hardware Engineering: Organic 3D Printers for In-Room Dining || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=1001s 00:16:41] | ||
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| Architectural Logic: Ceiling Cavity and HVAC clearance Requirements || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=4045s | | Architectural Logic: Ceiling Cavity and HVAC clearance Requirements || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=4045s 01:07:25] | ||
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| Geometry Repair: Fixing Corrupted Mesh and Vertex Misalignment || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=4786s | | Geometry Repair: Fixing Corrupted Mesh and Vertex Misalignment || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=4786s 01:19:46] | ||
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| Structural Milestone: implementing the "Ceiling Virus" Geometry Fix || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=5157s | | Structural Milestone: implementing the "Ceiling Virus" Geometry Fix || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=5157s 01:25:57] | ||
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| Technical Logic: Render Layering for accurate In-Game Deck Maps || [https://www.youtube.com/watch?t=6051s&v=Q8LL6_P5Sus | | Technical Logic: Render Layering for accurate In-Game Deck Maps || [https://www.youtube.com/watch?t=6051s&v=Q8LL6_P5Sus 01:40:51] | ||
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| Future Tech Theory: On-Demand AI generated Entertainment Screens || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=8121s | | Future Tech Theory: On-Demand AI generated Entertainment Screens || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=8121s 02:15:21] | ||
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| Feature Design: Multipurpose Holographic Centerpiece (Fire/Fish/Water) || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=10636s | | Feature Design: Multipurpose Holographic Centerpiece (Fire/Fish/Water) || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=10636s 02:57:16] | ||
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| Rendering: Troubleshooting Niagara particle Color and Tone Mapping || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=11407s | | Rendering: Troubleshooting Niagara particle Color and Tone Mapping || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=11407s 03:10:07] | ||
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| Hardware Detail: furniture Ergonomics and Seating communicability || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=11732s | | Hardware Detail: furniture Ergonomics and Seating communicability || [https://www.youtube.com/watch?v=Q8LL6_P5Sus&t=11732s 03:15:32] | ||
|} | |} | ||
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! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
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| Technical Logic: Automated Logical Overlap for Cable Connections || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=1329s | | Technical Logic: Automated Logical Overlap for Cable Connections || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=1329s 00:22:09] | ||
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| Multi-Ship Persistence: Implementing the "Vessel ID" Integer System || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=1684s | | Multi-Ship Persistence: Implementing the "Vessel ID" Integer System || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=1684s 00:28:04] | ||
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| Live Flight Demo: Reaching 2.5 Million C in the Caravella || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=3436s | | Live Flight Demo: Reaching 2.5 Million C in the Caravella || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=3436s 00:57:16] | ||
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| Hardware Engineering: End Supply vs. Point-to-Point Cable T-Sockets || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=3101s | | Hardware Engineering: End Supply vs. Point-to-Point Cable T-Sockets || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=3101s 00:51:41] | ||
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| Rendering Tech: Lumen Scene Distance Fields and MegaLights Shadows || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=4112s | | Rendering Tech: Lumen Scene Distance Fields and MegaLights Shadows || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=4112s 01:08:32] | ||
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| Structural Milestone: Double-Layer Ribbing and Longitudinal Support || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=5017s | | Structural Milestone: Double-Layer Ribbing and Longitudinal Support || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=5017s 01:23:37] | ||
|- | |- | ||
| Design Evolution: The "Titanic" Feature Lift and Domed Skylight || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=6450s | | Design Evolution: The "Titanic" Feature Lift and Domed Skylight || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=6450s 01:47:30] | ||
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| Geometry Check: Correcting 1.25 cm Edge Misalignments || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=8532s | | Geometry Check: Correcting 1.25 cm Edge Misalignments || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=8532s 02:22:12] | ||
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| Mission Specs: retrofitting Cargo Holds into Hydroponics || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=9125s | | Mission Specs: retrofitting Cargo Holds into Hydroponics || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=9125s 02:32:05] | ||
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| Simulation Depth: Global States and Custom State-Aware NPCs || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=9247s | | Simulation Depth: Global States and Custom State-Aware NPCs || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=9247s 02:34:07] | ||
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| Layout Design: Senior Officer Quarters and Science Lab Corridors || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=14050s | | Layout Design: Senior Officer Quarters and Science Lab Corridors || [https://www.youtube.com/watch?v=jdbNgrVY5f4&t=14050s 03:54:10] | ||
|} | |} | ||
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! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
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| Engineering Logic: Quadrant-Based Electrical Isolation || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=836s | | Engineering Logic: Quadrant-Based Electrical Isolation || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=836s 00:13:56] | ||
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| Optimization: Ceiling Panel Bracket and Metal Backing Design || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=353s | | Optimization: Ceiling Panel Bracket and Metal Backing Design || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=353s 00:05:53] | ||
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| Life Support: Dual-Vent HVAC Airflow Cycle Strategy || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=1840s | | Life Support: Dual-Vent HVAC Airflow Cycle Strategy || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=1840s 00:30:40] | ||
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| Gravity Generation: Field Coil Grid Logic and Floor Cavities || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=1978s | | Gravity Generation: Field Coil Grid Logic and Floor Cavities || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=1978s 00:32:58] | ||
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| Technical Modeling: Complex Multi-Axis Curved Wall Panels || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=4119s | | Technical Modeling: Complex Multi-Axis Curved Wall Panels || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=4119s 01:08:39] | ||
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| Material Pass: synthetic Wood vs. Lunar-Molded Resin || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=3056s | | Material Pass: synthetic Wood vs. Lunar-Molded Resin || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=3056s 00:50:56] | ||
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| Visual Scripting: ship-Wide Global engineering States || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=9244s | | Visual Scripting: ship-Wide Global engineering States || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=9244s 02:34:04] | ||
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| Design Integration: Retractable Holographic Fireplace Table || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=10636s | | Design Integration: Retractable Holographic Fireplace Table || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=10636s 02:57:16] | ||
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| Visual FX: Troubleshooting Niagara Fire Emitters and Tone Mapping || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=10842s | | Visual FX: Troubleshooting Niagara Fire Emitters and Tone Mapping || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=10842s 03:00:42] | ||
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| Hardware: standard Dining Height and Ergonomic Leg Room Check || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=12519s | | Hardware: standard Dining Height and Ergonomic Leg Room Check || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=12519s 03:28:39] | ||
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| Multi-Player Persistence: physics Object Save Condition on Host || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=14917s | | Multi-Player Persistence: physics Object Save Condition on Host || [https://www.youtube.com/watch?v=GDcopb4IJSg&t=14917s 04:08:37] | ||
|} | |} | ||
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! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
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| Optimization Milestone: Automated Max Draw Distance Script || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=252s | | Optimization Milestone: Automated Max Draw Distance Script || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=252s 00:04:12] | ||
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| Technical Logic: Nanite Culling and Occlusion Query Reduction || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=454s | | Technical Logic: Nanite Culling and Occlusion Query Reduction || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=454s 00:07:34] | ||
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| Visual Effects: Realistic Holographic Fire and Multi-Shadow Casts || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=949s | | Visual Effects: Realistic Holographic Fire and Multi-Shadow Casts || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=949s 00:15:49] | ||
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| Engineering Redesign: Direct Access to Main Stairwell || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=1460s | | Engineering Redesign: Direct Access to Main Stairwell || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=1460s 00:24:20] | ||
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| Hardware Design: Physical Mesh UI Screens vs. Widgets || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=1657s | | Hardware Design: Physical Mesh UI Screens vs. Widgets || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=1657s 00:27:37] | ||
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| Technical Logic: Wall Panel Repair Kits and Generic Crates || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=6932s | | Technical Logic: Wall Panel Repair Kits and Generic Crates || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=6932s 01:55:32] | ||
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| Deck Expansion: Implementation of Deck 5 and Fuel Scoop Hardware || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=9482s | | Deck Expansion: Implementation of Deck 5 and Fuel Scoop Hardware || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=9482s 02:38:02] | ||
|- | |- | ||
| Evolutionary Design: Comparing Magellan vs. Caravella Layouts || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=10675s | | Evolutionary Design: Comparing Magellan vs. Caravella Layouts || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=10675s 02:57:55] | ||
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| Power Distribution: Routing "High Voltage" FTL Cables || [https://www.youtube.com/watch?t=11073s&v=fYx9eLgrCVo | | Power Distribution: Routing "High Voltage" FTL Cables || [https://www.youtube.com/watch?t=11073s&v=fYx9eLgrCVo 03:04:33] | ||
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| Simulation Logic: Red Alert Protocols and NPC Stalking || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=13101s | | Simulation Logic: Red Alert Protocols and NPC Stalking || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=13101s 03:38:21] | ||
|- | |- | ||
| Gantry Design: Open Shaft Architecture and EM Shielding || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=13426s | | Gantry Design: Open Shaft Architecture and EM Shielding || [https://www.youtube.com/watch?v=fYx9eLgrCVo&t=13426s 03:43:46] | ||
|} | |} | ||
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! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
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| Technical Milestone: C++ Light Culling for Deferred Lighting || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=528s | | Technical Milestone: C++ Light Culling for Deferred Lighting || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=528s 00:08:48] | ||
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| Nanite Optimization: Analysis of HPZ Culling and Occlusion Queries || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=569s | | Nanite Optimization: Analysis of HPZ Culling and Occlusion Queries || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=569s 00:09:29] | ||
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| Design: VIP Quarters Floor Bracing and Gravity Plating || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=10403s | | Design: VIP Quarters Floor Bracing and Gravity Plating || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=10403s 02:53:23] | ||
|- | |- | ||
| Technical Logic: Spline-Based vs. Static Mesh Cable Routing || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=3396s | | Technical Logic: Spline-Based vs. Static Mesh Cable Routing || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=3396s 00:56:36] | ||
|- | |- | ||
| Reactor Physics: Neutral Beam Injectors and Plasma Stability || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=3705s | | Reactor Physics: Neutral Beam Injectors and Plasma Stability || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=3705s 01:01:45] | ||
|- | |- | ||
| Blueprint Feature: Retractable Hologram Glass Animation || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=11718s | | Blueprint Feature: Retractable Hologram Glass Animation || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=11718s 03:15:18] | ||
|- | |- | ||
| MegaLights: Implementing Ray-Traced Fireplace Lighting || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=12566s | | MegaLights: Implementing Ray-Traced Fireplace Lighting || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=12566s 03:29:26] | ||
|- | |- | ||
| Material Science: Nanite Tessellation and Pixel Displacement || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=12627s | | Material Science: Nanite Tessellation and Pixel Displacement || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=12627s 03:30:27] | ||
|- | |- | ||
| UI Strategy: Integrated Room Configuration Control Panels || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=2715s | | UI Strategy: Integrated Room Configuration Control Panels || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=2715s 00:45:15] | ||
|- | |- | ||
| Visual Effects: Niagara Particle Synchronization with Timelines || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=13628s | | Visual Effects: Niagara Particle Synchronization with Timelines || [https://www.youtube.com/watch?v=8DTtNP9_Mss&t=13628s 03:47:08] | ||
|} | |} | ||
</div> | </div> | ||
| Line 765: | Line 765: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Technical Goal: Multi-Vessel Transition Mechanics || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=373s | | Technical Goal: Multi-Vessel Transition Mechanics || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=373s 00:06:13] | ||
|- | |- | ||
| UI Updates: Button Logic and Hover Descriptions || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=534s | | UI Updates: Button Logic and Hover Descriptions || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=534s 00:08:54] | ||
|- | |- | ||
| Reactor Scaling: Volume vs. Radius Math Breakdown || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=929s | | Reactor Scaling: Volume vs. Radius Math Breakdown || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=929s 00:15:29] | ||
|- | |- | ||
| Upgrade Paths: Material Science and 3D Component Printing || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=2919s | | Upgrade Paths: Material Science and 3D Component Printing || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=2919s 00:48:39] | ||
|- | |- | ||
| Static Interior Logic: The "Portal" Teleport Strategy || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=5702s | | Static Interior Logic: The "Portal" Teleport Strategy || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=5702s 01:35:02] | ||
|- | |- | ||
| The Wave Test: Syncing Player Proxies Across Ships || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=7647s | | The Wave Test: Syncing Player Proxies Across Ships || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=7647s 02:07:27] | ||
|- | |- | ||
| Multi-Ship Physics: Decoupling Vessel States on Game State || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=9057s | | Multi-Ship Physics: Decoupling Vessel States on Game State || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=9057s 02:30:57] | ||
|- | |- | ||
| Trigger Box Implementation: Automatic Vessel Context Switching || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=9877s | | Trigger Box Implementation: Automatic Vessel Context Switching || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=9877s 02:44:37] | ||
|- | |- | ||
| Live Test: Traveling 6 Light-Years via Shuttle Doorway || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=11532s | | Live Test: Traveling 6 Light-Years via Shuttle Doorway || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=11532s 03:12:12] | ||
|- | |- | ||
| Sector Generation: Loading Star Systems Under 1 Second || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=11760s | | Sector Generation: Loading Star Systems Under 1 Second || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=11760s 03:16:00] | ||
|- | |- | ||
| Positional Jitter Analysis: Floating Point Error Mitigation || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=12667s | | Positional Jitter Analysis: Floating Point Error Mitigation || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=12667s 03:31:07] | ||
|- | |- | ||
| 3D Printer Economy: Elemental Recipes for New Shuttles || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=10101s | | 3D Printer Economy: Elemental Recipes for New Shuttles || [https://www.youtube.com/watch?v=HjWdgfd_mjs&t=10101s 02:48:21] | ||
|} | |} | ||
</div> | </div> | ||
| Line 804: | Line 804: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Multi-Vessel Persistence: Independent Galaxy Views Demo || [https://www.youtube.com/watch?v=assuEqdcpFk&t=726s | | Multi-Vessel Persistence: Independent Galaxy Views Demo || [https://www.youtube.com/watch?v=assuEqdcpFk&t=726s 00:12:06] | ||
|- | |- | ||
| Technical Milestone: Zero Jitter at Large Real-World Scales || [https://www.youtube.com/watch?v=assuEqdcpFk&t=1042s | | Technical Milestone: Zero Jitter at Large Real-World Scales || [https://www.youtube.com/watch?v=assuEqdcpFk&t=1042s 00:17:22] | ||
|- | |- | ||
| Seamless Teleportation: Transitioning Between Ship Interiors || [https://www.youtube.com/watch?t=1739s&v=assuEqdcpFk | | Seamless Teleportation: Transitioning Between Ship Interiors || [https://www.youtube.com/watch?t=1739s&v=assuEqdcpFk 00:28:59] | ||
|- | |- | ||
| Caravella Proxy vs. Physics Sim Model Implementation || [https://www.youtube.com/watch?v=assuEqdcpFk&t=2641s | | Caravella Proxy vs. Physics Sim Model Implementation || [https://www.youtube.com/watch?v=assuEqdcpFk&t=2641s 00:44:01] | ||
|- | |- | ||
| New Ship Selection UI: Lore and Technical Specifications || [https://www.youtube.com/watch?v=assuEqdcpFk&t=3631s | | New Ship Selection UI: Lore and Technical Specifications || [https://www.youtube.com/watch?v=assuEqdcpFk&t=3631s 01:00:31] | ||
|- | |- | ||
| Steam ID Lockdown: Managing Access for Content Pass Holders || [https://www.youtube.com/watch?v=assuEqdcpFk&t=6664s | | Steam ID Lockdown: Managing Access for Content Pass Holders || [https://www.youtube.com/watch?v=assuEqdcpFk&t=6664s 01:51:04] | ||
|- | |- | ||
| Caravella Loading Sequence: Custom Macro and FOV Logic || [https://www.youtube.com/watch?v=assuEqdcpFk&t=7021s | | Caravella Loading Sequence: Custom Macro and FOV Logic || [https://www.youtube.com/watch?v=assuEqdcpFk&t=7021s 01:57:01] | ||
|- | |- | ||
| Bridge Layout: Design of the Central Tactical Table || [https://www.youtube.com/watch?v=assuEqdcpFk&t=8787s | | Bridge Layout: Design of the Central Tactical Table || [https://www.youtube.com/watch?v=assuEqdcpFk&t=8787s 02:26:27] | ||
|- | |- | ||
| UI Logic: Handling Hover States and Outline Coloration || [https://www.youtube.com/watch?v=assuEqdcpFk&t=4157s | | UI Logic: Handling Hover States and Outline Coloration || [https://www.youtube.com/watch?v=assuEqdcpFk&t=4157s 01:09:17] | ||
|- | |- | ||
| Framework Geometry: Cutting Windows into the Bridge Dome || [https://www.youtube.com/watch?v=assuEqdcpFk&t=11940s | | Framework Geometry: Cutting Windows into the Bridge Dome || [https://www.youtube.com/watch?v=assuEqdcpFk&t=11940s 03:19:00] | ||
|- | |- | ||
| Scale Verification: 2.5m Ceiling Height and Headroom Check || [https://www.youtube.com/watch?v=assuEqdcpFk&t=14408s | | Scale Verification: 2.5m Ceiling Height and Headroom Check || [https://www.youtube.com/watch?v=assuEqdcpFk&t=14408s 04:00:08] | ||
|} | |} | ||
</div> | </div> | ||
| Line 841: | Line 841: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Engineering Math: Calculating Reactor Plasma Volume for FTL || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=614s | | Engineering Math: Calculating Reactor Plasma Volume for FTL || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=614s 00:10:14] | ||
|- | |- | ||
| Drama vs. Physics: Why Lights Don't Dim During Power Loss || [https://www.youtube.com/watch?t=1096s&v=bnm9omnwo4w | | Drama vs. Physics: Why Lights Don't Dim During Power Loss || [https://www.youtube.com/watch?t=1096s&v=bnm9omnwo4w 00:18:16] | ||
|- | |- | ||
| Hull Design: Integrating the Ram Scoop and Under-Deck Tankage || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=1395s | | Hull Design: Integrating the Ram Scoop and Under-Deck Tankage || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=1395s 00:23:15] | ||
|- | |- | ||
| Spline Meshes vs. SketchUp: Choosing a Pipe Modeling Workflow || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=1841s [00:30:41 | | Spline Meshes vs. SketchUp: Choosing a Pipe Modeling Workflow || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=1841s [00:30:41] | ||
|- | |- | ||
| Procedural Damage: Using Noise and Negative Tessellation for Cables || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=2115s | | Procedural Damage: Using Noise and Negative Tessellation for Cables || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=2115s 00:35:15] | ||
|- | |- | ||
| Electrical Sim: Resistance, Heat, and the One-Hertz Update Cycle || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=2512s | | Electrical Sim: Resistance, Heat, and the One-Hertz Update Cycle || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=2512s 00:41:52] | ||
|- | |- | ||
| Life Support and Refinery: Planning Deck 2 Engineering Spaces || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=2800s | | Life Support and Refinery: Planning Deck 2 Engineering Spaces || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=2800s 00:46:40] | ||
|- | |- | ||
| Infrastructure Layout: Positioning Battery Aggregators and Distributors || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=2985s | | Infrastructure Layout: Positioning Battery Aggregators and Distributors || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=2985s 00:49:45] | ||
|- | |- | ||
| Fuel Loop: Routing the Gas-to-Liquid Cryogenic Chillers || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=4056s | | Fuel Loop: Routing the Gas-to-Liquid Cryogenic Chillers || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=4056s 01:07:36] | ||
|- | |- | ||
| Material Science: The Titanium-Gold Alloy (TI3U) Pressure Hull || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=8002s | | Material Science: The Titanium-Gold Alloy (TI3U) Pressure Hull || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=8002s 02:13:22] | ||
|- | |- | ||
| Engine Pods: Modular Clusters with Independent Fuel Feeds || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=10002s | | Engine Pods: Modular Clusters with Independent Fuel Feeds || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=10002s 02:46:42] | ||
|- | |- | ||
| New Stream Schedule: Introducing "Casual Friday" Dev Sessions || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=13516s | | New Stream Schedule: Introducing "Casual Friday" Dev Sessions || [https://www.youtube.com/watch?v=bnm9omnwo4w&t=13516s 03:45:16] | ||
|} | |} | ||
</div> | </div> | ||
| Line 880: | Line 880: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Technical Milestone: 2D/3D Menu Strategy for VR and First Person || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=325s | | Technical Milestone: 2D/3D Menu Strategy for VR and First Person || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=325s 00:05:25] | ||
|- | |- | ||
| Establishing Central Room Anchor Points for Modular Snapping || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=1092s | | Establishing Central Room Anchor Points for Modular Snapping || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=1092s 00:18:12] | ||
|- | |- | ||
| Designing the Curvy Carpet Segments and Pillar Wraps || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=1500s | | Designing the Curvy Carpet Segments and Pillar Wraps || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=1500s 00:25:00] | ||
|- | |- | ||
| DLC Roadmap: Exploration vs. Military Carrier Focus || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=2169s | | DLC Roadmap: Exploration vs. Military Carrier Focus || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=2169s 00:36:09] | ||
|- | |- | ||
| Exporting Snap Guides and Sockets to Unreal Engine || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=3827s | | Exporting Snap Guides and Sockets to Unreal Engine || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=3827s 01:03:47] | ||
|- | |- | ||
| Modular Ship Creator Philosophy: Starfield Comparison || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=4491s | | Modular Ship Creator Philosophy: Starfield Comparison || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=4491s 01:14:51] | ||
|- | |- | ||
| Collision Strategy: Complex vs. Box Colliders for Floor Panels || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=5642s | | Collision Strategy: Complex vs. Box Colliders for Floor Panels || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=5642s 01:34:02] | ||
|- | |- | ||
| Galley Kitchen Planning: UK Cabinet Sizing and Appliance Layout || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=8827s | | Galley Kitchen Planning: UK Cabinet Sizing and Appliance Layout || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=8827s 02:27:07] | ||
|- | |- | ||
| Furniture Implementation: Importing the VIP Dining Table || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=9637s | | Furniture Implementation: Importing the VIP Dining Table || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=9637s 02:40:37] | ||
|- | |- | ||
| Lighting and Materials: Testing Dark Slate vs. Wood in the Kitchen || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=12140s | | Lighting and Materials: Testing Dark Slate vs. Wood in the Kitchen || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=12140s 03:22:20] | ||
|- | |- | ||
| Visual Polish: Adding Custom Normal Maps to Slate Tiles || [https://www.youtube.com/watch?t=12920s&v=nCeJVNo6p44 | | Visual Polish: Adding Custom Normal Maps to Slate Tiles || [https://www.youtube.com/watch?t=12920s&v=nCeJVNo6p44 03:35:20] | ||
|- | |- | ||
| Friday Stream Announcement: Casual Fridays and Planetary Landings || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=13974s | | Friday Stream Announcement: Casual Fridays and Planetary Landings || [https://www.youtube.com/watch?v=nCeJVNo6p44&t=13974s 03:52:54] | ||
|} | |} | ||
</div> | </div> | ||
| Line 919: | Line 919: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Optimization Stress Test: 1,000+ Pathing Entities (Cats) || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=327s | | Optimization Stress Test: 1,000+ Pathing Entities (Cats) || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=327s 00:05:27] | ||
|- | |- | ||
| NPC Logic Overview: Event-Driven Tasks and Performance || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=1098s | | NPC Logic Overview: Event-Driven Tasks and Performance || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=1098s 00:18:18] | ||
|- | |- | ||
| Setting Up Steward POIs in the VIP Lounge || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=928s | | Setting Up Steward POIs in the VIP Lounge || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=928s 00:15:28] | ||
|- | |- | ||
| Solving the "Sticky Lift" Collision Bug || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=1759s | | Solving the "Sticky Lift" Collision Bug || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=1759s 00:29:19] | ||
|- | |- | ||
| Implementing Bathroom/Bladder Logic and POI Reservations || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=2644s | | Implementing Bathroom/Bladder Logic and POI Reservations || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=2644s 00:44:04] | ||
|- | |- | ||
| Blueprint Interface: Custom POI Descriptions and Linger Times || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=3740s | | Blueprint Interface: Custom POI Descriptions and Linger Times || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=3740s 01:02:20] | ||
|- | |- | ||
| Debugging Cross-Deck Pathing and Z-Axis Proximity || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=4933s | | Debugging Cross-Deck Pathing and Z-Axis Proximity || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=4933s 01:22:13] | ||
|- | |- | ||
| Intelligence Check: Sorting Closest Bathroom by Array Index || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=5414s | | Intelligence Check: Sorting Closest Bathroom by Array Index || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=5414s 01:30:14] | ||
|- | |- | ||
| Nav-Mesh Maintenance: Blocking Table Surfaces for NPCs || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=8768s | | Nav-Mesh Maintenance: Blocking Table Surfaces for NPCs || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=8768s 02:26:08] | ||
|- | |- | ||
| Assigning Deck-Specific Roomba Service Areas || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=12946s | | Assigning Deck-Specific Roomba Service Areas || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=12946s 03:35:46] | ||
|- | |- | ||
| Science Division: Populating B-Deck Labs with 26 Scientists || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=13863s | | Science Division: Populating B-Deck Labs with 26 Scientists || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=13863s 03:51:03] | ||
|- | |- | ||
| Visual Optimization: Proximity Animation Ticking Demonstration || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=14553s | | Visual Optimization: Proximity Animation Ticking Demonstration || [https://www.youtube.com/watch?v=JH3Dij4UxCk&t=14553s 04:02:33] | ||
|} | |} | ||
</div> | </div> | ||
| Line 958: | Line 958: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Interaction System: Occluded Highlights and Proximity Logic || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=400s | | Interaction System: Occluded Highlights and Proximity Logic || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=400s 00:06:40] | ||
|- | |- | ||
| Strategy: Treating Each Deck as an Independent Electrical Grid || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=445s | | Strategy: Treating Each Deck as an Independent Electrical Grid || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=445s 00:07:25] | ||
|- | |- | ||
| Engineering Workflow: Designing the Chief Engineer's Reactor Office || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=809s | | Engineering Workflow: Designing the Chief Engineer's Reactor Office || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=809s 00:13:29] | ||
|- | |- | ||
| Power Distribution: High-Voltage vs. 240V Domestic Circuits || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=1847s | | Power Distribution: High-Voltage vs. 240V Domestic Circuits || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=1847s 00:30:47] | ||
|- | |- | ||
| Technical Milestone: Remote Breaker Control via Telnet/Console Terminal || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=2109s | | Technical Milestone: Remote Breaker Control via Telnet/Console Terminal || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=2109s 00:35:09] | ||
|- | |- | ||
| Redundancy Design: Multi-Deck Power Feeds for the Bridge || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=4174s | | Redundancy Design: Multi-Deck Power Feeds for the Bridge || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=4174s 01:09:34] | ||
|- | |- | ||
| Shield Mechanics: Capacitor Drains and Frequency Matching Strategy || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=6021s | | Shield Mechanics: Capacitor Drains and Frequency Matching Strategy || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=6021s 01:40:21] | ||
|- | |- | ||
| Weapon Logistics: 3D Printing Rail Gun Slugs via Material Pellets || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=7178s | | Weapon Logistics: 3D Printing Rail Gun Slugs via Material Pellets || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=7178s 01:59:38] | ||
|- | |- | ||
| Modular Probes: Payloads for Aquatic, Geological, and Science Sampling || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=10475s | | Modular Probes: Payloads for Aquatic, Geological, and Science Sampling || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=10475s 02:54:35] | ||
|- | |- | ||
| Gamedev Roadmap: Special Edition Caravela vs. Free Release Version || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=7806s | | Gamedev Roadmap: Special Edition Caravela vs. Free Release Version || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=7806s 02:10:06] | ||
|- | |- | ||
| Science Realism: VASMIR Thrusters and Magnetic Refrigeration Chillers || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=13117s | | Science Realism: VASMIR Thrusters and Magnetic Refrigeration Chillers || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=13117s 03:38:37] | ||
|- | |- | ||
| Vault Tour: Viewing the Original Miranda-esque Magellan Concepts || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=13644s | | Vault Tour: Viewing the Original Miranda-esque Magellan Concepts || [https://www.youtube.com/watch?v=5D9WwrF_C8Y&t=13644s 03:47:24] | ||
|} | |} | ||
</div> | </div> | ||
| Line 997: | Line 997: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Interaction System: Occluded Highlights and Sitting Range Logic || [https://www.youtube.com/watch?v=882OZFfyqig&t=362s | | Interaction System: Occluded Highlights and Sitting Range Logic || [https://www.youtube.com/watch?v=882OZFfyqig&t=362s 00:06:02] | ||
|- | |- | ||
| Implementation: Dynamic NPC Task Labels and Debug Text || [https://www.youtube.com/watch?v=882OZFfyqig&t=540s | | Implementation: Dynamic NPC Task Labels and Debug Text || [https://www.youtube.com/watch?v=882OZFfyqig&t=540s 00:09:00] | ||
|- | |- | ||
| Problem Solving: Fix for NPCs Jumping Over Bars and Getting Stuck || [https://www.youtube.com/watch?t=864s | | Problem Solving: Fix for NPCs Jumping Over Bars and Getting Stuck || [https://www.youtube.com/watch?t=864s 00:14:24] | ||
|- | |- | ||
| Strategy: Reusable Structs for POI Scalability || [https://www.youtube.com/watch?v=882OZFfyqig&t=3990s | | Strategy: Reusable Structs for POI Scalability || [https://www.youtube.com/watch?v=882OZFfyqig&t=3990s 01:06:30] | ||
|- | |- | ||
| Technical Milestone: Multi-Ship Deck Reference Enum System || [https://www.youtube.com/watch?v=882OZFfyqig&t=4182s | | Technical Milestone: Multi-Ship Deck Reference Enum System || [https://www.youtube.com/watch?v=882OZFfyqig&t=4182s 01:09:42] | ||
|- | |- | ||
| NPC Logic: Lift and Stairwell Selection via Deck Distance Tracking || [https://www.youtube.com/watch?v=882OZFfyqig&t=4321s | | NPC Logic: Lift and Stairwell Selection via Deck Distance Tracking || [https://www.youtube.com/watch?v=882OZFfyqig&t=4321s 01:12:01] | ||
|- | |- | ||
| Science Deep Dive: The Role of Materials in FTL Upgrade Loops || [https://www.youtube.com/watch?v=882OZFfyqig&t=7402s | | Science Deep Dive: The Role of Materials in FTL Upgrade Loops || [https://www.youtube.com/watch?v=882OZFfyqig&t=7402s 02:03:22] | ||
|- | |- | ||
| Linguistics Lab: Unlocking Alien Languages via Probe Data || [https://www.youtube.com/watch?v=882OZFfyqig&t=8532s | | Linguistics Lab: Unlocking Alien Languages via Probe Data || [https://www.youtube.com/watch?v=882OZFfyqig&t=8532s 02:22:12] | ||
|- | |- | ||
| Shift Scheduling: Balancing Watch Patterns and Night Shifts || [https://www.youtube.com/watch?v=882OZFfyqig&t=9016s | | Shift Scheduling: Balancing Watch Patterns and Night Shifts || [https://www.youtube.com/watch?v=882OZFfyqig&t=9016s 02:30:16] | ||
|- | |- | ||
| Staffing Strategy: Automated Drone Robots as Deck Crew || [https://www.youtube.com/watch?v=882OZFfyqig&t=11043s | | Staffing Strategy: Automated Drone Robots as Deck Crew || [https://www.youtube.com/watch?v=882OZFfyqig&t=11043s 03:04:03] | ||
|- | |- | ||
| Performance Test: 132 NPCs at Max Graphics (Lumen/Fog) || [https://www.youtube.com/watch?v=882OZFfyqig&t=14594s | | Performance Test: 132 NPCs at Max Graphics (Lumen/Fog) || [https://www.youtube.com/watch?v=882OZFfyqig&t=14594s 04:03:14] | ||
|- | |- | ||
| Navigation Demo: Flying the Magellan to Saturn in FTL || [https://www.youtube.com/watch?v=882OZFfyqig&t=14934s | | Navigation Demo: Flying the Magellan to Saturn in FTL || [https://www.youtube.com/watch?v=882OZFfyqig&t=14934s 04:08:54] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,036: | Line 1,036: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Assigned Positions: The Transition from Roles to Numbered Slots || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=218s | | Assigned Positions: The Transition from Roles to Numbered Slots || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=218s 00:03:38] | ||
|- | |- | ||
| Technical Milestone: VR Character Spawning Order and Global Events || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=644s | | Technical Milestone: VR Character Spawning Order and Global Events || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=644s 00:10:44] | ||
|- | |- | ||
| Science Deep Dive: How Neutron Stars Negatively Affect Continuous Warp || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=831s | | Science Deep Dive: How Neutron Stars Negatively Affect Continuous Warp || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=831s 00:13:51] | ||
|- | |- | ||
| Roster Logic: Breaking Down 196 Crew Members by Department || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=901s | | Roster Logic: Breaking Down 196 Crew Members by Department || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=901s 00:15:01] | ||
|- | |- | ||
| Narrative Design: The Scrag Alien Hierarchy and Narrative Crossovers || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=1147s | | Narrative Design: The Scrag Alien Hierarchy and Narrative Crossovers || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=1147s 00:19:07] | ||
|- | |- | ||
| Shift Scheduling: Balancing the 24-Hour Cycle Across 3 Shifts || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=4141s | | Shift Scheduling: Balancing the 24-Hour Cycle Across 3 Shifts || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=4141s 01:09:01] | ||
|- | |- | ||
| Quarters Allocation: Mapping 204 Available Rooms to Specific Roles || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=7855s | | Quarters Allocation: Mapping 204 Available Rooms to Specific Roles || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=7855s 02:10:55] | ||
|- | |- | ||
| Implementation: The Shift Manager Actor and String-to-Int Payloads || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=8894s | | Implementation: The Shift Manager Actor and String-to-Int Payloads || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=8894s 02:28:14] | ||
|- | |- | ||
| NPC Optimization: Adaptive Render Targets for Nameplates and Debugs || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=10187s | | NPC Optimization: Adaptive Render Targets for Nameplates and Debugs || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=10187s 02:49:47] | ||
|- | |- | ||
| Logic System: Assigning Crew IDs to Specific Points of Interest (Beds) || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=11466s | | Logic System: Assigning Crew IDs to Specific Points of Interest (Beds) || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=11466s 03:11:06] | ||
|- | |- | ||
| Pathing Test: NPCs Transitioning Between Work and Sleep Quarters || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=14018s | | Pathing Test: NPCs Transitioning Between Work and Sleep Quarters || [https://www.youtube.com/watch?v=-0jGwUELfIM&t=14018s 03:53:38] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,073: | Line 1,073: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| The "Legoization" Strategy: Transitioning to Grid-Based Frameworks || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=278s | | The "Legoization" Strategy: Transitioning to Grid-Based Frameworks || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=278s 00:04:38] | ||
|- | |- | ||
| Technical Philosophy: Utility Tractor Beams vs. Magical Beams || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=452s | | Technical Philosophy: Utility Tractor Beams vs. Magical Beams || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=452s 00:07:32] | ||
|- | |- | ||
| Design Detail: SpaceX-Inspired Visible Weld Lines and Steel Plate Fabrication || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=641s | | Design Detail: SpaceX-Inspired Visible Weld Lines and Steel Plate Fabrication || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=641s 00:10:41] | ||
|- | |- | ||
| Logic for Phasing: Interdimensional Travel as Cloaking Alternative || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=2002s | | Logic for Phasing: Interdimensional Travel as Cloaking Alternative || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=2002s 00:33:22] | ||
|- | |- | ||
| Implementation: Modular Door Frame and Track Assemblies || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=2171s | | Implementation: Modular Door Frame and Track Assemblies || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=2171s 00:36:11] | ||
|- | |- | ||
| Gamedev Pipeline: Rapid Prototyping via Mesh Snap Points || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=4403s | | Gamedev Pipeline: Rapid Prototyping via Mesh Snap Points || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=4403s 01:13:23] | ||
|- | |- | ||
| Narrative Design: The Scrag Alien Hierarchy and HR Giger Aesthetics || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=7082s | | Narrative Design: The Scrag Alien Hierarchy and HR Giger Aesthetics || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=7082s 01:58:02] | ||
|- | |- | ||
| Crew Quarter Layout: Staggered Double Bunks and 12-Hour Shift Rotations || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=7097s | | Crew Quarter Layout: Staggered Double Bunks and 12-Hour Shift Rotations || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=7097s 01:58:17] | ||
|- | |- | ||
| Sci-Fi Realism: Multi-Purpose Science Tools and Disciplinary Efficiency || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=7173s | | Sci-Fi Realism: Multi-Purpose Science Tools and Disciplinary Efficiency || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=7173s 01:59:33] | ||
|- | |- | ||
| Modeling: Standardizing Floor Tiles for Clean Collision Logic || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=8156s | | Modeling: Standardizing Floor Tiles for Clean Collision Logic || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=8156s 02:15:56] | ||
|- | |- | ||
| Prefabrication: The Bathroom and Bed Module Bolting Logic || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=9087s | | Prefabrication: The Bathroom and Bed Module Bolting Logic || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=9087s 02:31:27] | ||
|- | |- | ||
| Interior Design: UK Small Double Mattress Scaling for Starships || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=10284s | | Interior Design: UK Small Double Mattress Scaling for Starships || [https://www.youtube.com/watch?v=e4uQ3vEn5P8&t=10284s 02:51:24] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,112: | Line 1,112: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Technical Philosophy: 3D Printers as Molecular Deconstructors || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=300s | | Technical Philosophy: 3D Printers as Molecular Deconstructors || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=300s 00:05:00] | ||
|- | |- | ||
| Science Deep Dive: Atomic Stitching and Magnetic Field Printing || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=960s | | Science Deep Dive: Atomic Stitching and Magnetic Field Printing || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=960s 00:16:00] | ||
|- | |- | ||
| Design Language: Mirroring Curve Aesthetics in VIP Units || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=3540s | | Design Language: Mirroring Curve Aesthetics in VIP Units || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=3540s 00:59:00] | ||
|- | |- | ||
| Implementation: Triple-Join Built-in Galley Footprint || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=6180s | | Implementation: Triple-Join Built-in Galley Footprint || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=6180s 01:43:00] | ||
|- | |- | ||
| Layout Strategy: The "Create-Wash-Cook-Serve" Flow || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=6600s | | Layout Strategy: The "Create-Wash-Cook-Serve" Flow || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=6600s 01:50:00] | ||
|- | |- | ||
| Extraction Logic: Integrating Cooking Hoods with the HVAC System || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=8340s | | Extraction Logic: Integrating Cooking Hoods with the HVAC System || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=8340s 02:19:00] | ||
|- | |- | ||
| Resource Management: Elemental Bins and Pellet-Based Fueling || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=8520s | | Resource Management: Elemental Bins and Pellet-Based Fueling || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=8520s 02:22:00] | ||
|- | |- | ||
| Progression Loop: Finding Nutrient-Dense Plants for Printer Fuel || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=9060s | | Progression Loop: Finding Nutrient-Dense Plants for Printer Fuel || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=9060s 02:31:00] | ||
|- | |- | ||
| UI/UX: Picture-Driven Animated Drink Selection Screens || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=10980s | | UI/UX: Picture-Driven Animated Drink Selection Screens || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=10980s 03:03:00] | ||
|- | |- | ||
| Modeling: Adjusting Shelf Snapping Points for Sloping Ceilings || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=13080s | | Modeling: Adjusting Shelf Snapping Points for Sloping Ceilings || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=13080s 03:38:00] | ||
|- | |- | ||
| Visual Polish: Adding Under-Counter and Plinth Lighting || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=13320s | | Visual Polish: Adding Under-Counter and Plinth Lighting || [https://www.youtube.com/watch?v=7TRYwbjriW8&t=13320s 03:42:00] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,149: | Line 1,149: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Technical Demo: GPU-Based Clip Map Planetary Terrain || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=338s | | Technical Demo: GPU-Based Clip Map Planetary Terrain || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=338s 00:05:38] | ||
|- | |- | ||
| Scalability: One-to-One Scale Planets and Spherical Illusion Logic || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=792s | | Scalability: One-to-One Scale Planets and Spherical Illusion Logic || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=792s 00:13:12] | ||
|- | |- | ||
| Designing the "Condensed Scale" Visual System View || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=1010s | | Designing the "Condensed Scale" Visual System View || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=1010s 00:16:50] | ||
|- | |- | ||
| Implementation: Nested Structs for System, Planet, and Moon Data || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=3847s | | Implementation: Nested Structs for System, Planet, and Moon Data || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=3847s 01:04:07] | ||
|- | |- | ||
| Logic for Barycenter-Centric Multi-Star System Hierarchies || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=4491s | | Logic for Barycenter-Centric Multi-Star System Hierarchies || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=4491s 01:14:51] | ||
|- | |- | ||
| Enforcing Scientific Plausibility: Star Type and Temp Ranges || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=4762s | | Enforcing Scientific Plausibility: Star Type and Temp Ranges || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=4762s 01:19:22] | ||
|- | |- | ||
| Scaling Down the Star Actor for Tool-Specific Rendering || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=7226s | | Scaling Down the Star Actor for Tool-Specific Rendering || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=7226s 02:00:26] | ||
|- | |- | ||
| Global Event Payloads for Real-Time Star Parameter Updates || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=9712s | | Global Event Payloads for Real-Time Star Parameter Updates || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=9712s 02:41:52] | ||
|- | |- | ||
| Seed-Driven Sunspot and Material Generation || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=11030s | | Seed-Driven Sunspot and Material Generation || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=11030s 03:03:50] | ||
|- | |- | ||
| The "Mass Budget" System: Protoplanetary Disc Calculations || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=12149s | | The "Mass Budget" System: Protoplanetary Disc Calculations || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=12149s 03:22:29] | ||
|- | |- | ||
| Metallicity and Stellar Age Constraints for Planetary Life || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=12586s | | Metallicity and Stellar Age Constraints for Planetary Life || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=12586s 03:29:46] | ||
|- | |- | ||
| Programming: Formatting Stellar Age Units (Millions vs. Billions) || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=13289s | | Programming: Formatting Stellar Age Units (Millions vs. Billions) || [https://www.youtube.com/watch?v=O-LBImMiaY0&t=13289s 03:41:29] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,188: | Line 1,188: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Prototype Demo: Infinite Procedural Planetary Terrain || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=240s | | Prototype Demo: Infinite Procedural Planetary Terrain || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=240s 00:04:00] | ||
|- | |- | ||
| Shader World Logic: GPU-Driven Noise and Geometry Stamps || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=480s | | Shader World Logic: GPU-Driven Noise and Geometry Stamps || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=480s 00:08:00] | ||
|- | |- | ||
| Simulating Spherical Worlds via Skybox Rotation on Flat Terrain || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=800s | | Simulating Spherical Worlds via Skybox Rotation on Flat Terrain || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=800s 00:13:20] | ||
|- | |- | ||
| VR Locomotion: Arm Swing vs. Teleport vs. Seated Mouse/Keyboard || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=1860s | | VR Locomotion: Arm Swing vs. Teleport vs. Seated Mouse/Keyboard || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=1860s 00:31:00] | ||
|- | |- | ||
| Transitioning to a "Pulsed" C++ Electrical System for Performance || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=2820s | | Transitioning to a "Pulsed" C++ Electrical System for Performance || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=2820s 00:47:00] | ||
|- | |- | ||
| Mapping the Bridge Redundant Power Distribution || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=3540s | | Mapping the Bridge Redundant Power Distribution || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=3540s 00:59:00] | ||
|- | |- | ||
| Designing Localized "Smart Light" Logical Power Switching || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=8940s | | Designing Localized "Smart Light" Logical Power Switching || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=8940s 02:29:00] | ||
|- | |- | ||
| Physical Infrastructure: Segmented Repairs and Spheres of Damage || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=9300s | | Physical Infrastructure: Segmented Repairs and Spheres of Damage || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=9300s 02:35:00] | ||
|- | |- | ||
| Routing High-Voltage Circuits for RCS and Weapons || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=11340s | | Routing High-Voltage Circuits for RCS and Weapons || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=11340s 03:09:00] | ||
|- | |- | ||
| Designing the Shuttle Bay Force Field Redundant Power Node || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=12840s | | Designing the Shuttle Bay Force Field Redundant Power Node || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=12840s 03:34:00] | ||
|- | |- | ||
| Armor Strategy: Protecting Rear-Mounted Battery Aggregators || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=13140s | | Armor Strategy: Protecting Rear-Mounted Battery Aggregators || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=13140s 03:39:00] | ||
|- | |- | ||
| Visual Milestone: The "Nervous System" View of Starship Internals || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=13500s | | Visual Milestone: The "Nervous System" View of Starship Internals || [https://www.youtube.com/watch?v=zjSGkPZIbs0&t=13500s 03:45:00] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,227: | Line 1,227: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Transitioning from Spline Cables to Static Mesh Infrastructure || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=1043s | | Transitioning from Spline Cables to Static Mesh Infrastructure || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=1043s 00:17:23] | ||
|- | |- | ||
| Design Concept: The "Shaft of Doom" Power Conduit || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=1255s | | Design Concept: The "Shaft of Doom" Power Conduit || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=1255s 00:20:55] | ||
|- | |- | ||
| Direct Energy Harvesting: Magnetic Field Pressure Physics || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=1501s | | Direct Energy Harvesting: Magnetic Field Pressure Physics || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=1501s 00:25:01] | ||
|- | |- | ||
| Arcing Distances and Cable Diameter Calculations || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=2167s | | Arcing Distances and Cable Diameter Calculations || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=2167s 00:36:07] | ||
|- | |- | ||
| Localized Gravity: Grid-Based Under-Floor Coils || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=2942s | | Localized Gravity: Grid-Based Under-Floor Coils || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=2942s 00:49:02] | ||
|- | |- | ||
| Strategy for Multi-Quadrant Power Redundancy || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=3354s | | Strategy for Multi-Quadrant Power Redundancy || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=3354s 00:55:54] | ||
|- | |- | ||
| Modeling High-Voltage Feed Ring Around the Reactor || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=4428s | | Modeling High-Voltage Feed Ring Around the Reactor || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=4428s 01:13:48] | ||
|- | |- | ||
| Junction Box Implementation for Per-Segment Corridor Power || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=8925s | | Junction Box Implementation for Per-Segment Corridor Power || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=8925s 02:28:45] | ||
|- | |- | ||
| Technical Milestone: 5,000 Amp Breakers for FTL Systems || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=9798s | | Technical Milestone: 5,000 Amp Breakers for FTL Systems || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=9798s 02:43:18] | ||
|- | |- | ||
| Visualizing Infrastructure via Cutaway Diagrams || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=13928s | | Visualizing Infrastructure via Cutaway Diagrams || [https://www.youtube.com/watch?v=BG1_kmaW8Ew&t=13928s 03:52:08] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,262: | Line 1,262: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| The "Static Environment" Strategy for High-Density Surfaces || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=513s | | The "Static Environment" Strategy for High-Density Surfaces || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=513s 00:08:33] | ||
|- | |- | ||
| Technical Milestone: Independent Skybox Perspectives || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=975s | | Technical Milestone: Independent Skybox Perspectives || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=975s 00:16:15] | ||
|- | |- | ||
| Logic for Generating Infinite Procedural Terrain || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=1194s | | Logic for Generating Infinite Procedural Terrain || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=1194s 00:19:54] | ||
|- | |- | ||
| Solving the "Warping Away" Problem: Terrain Slots vs. Orbit Locking || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=1541s | | Solving the "Warping Away" Problem: Terrain Slots vs. Orbit Locking || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=1541s 00:25:41] | ||
|- | |- | ||
| Multiplayer Sync: Independent Terrain Generation for Clients || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=1939s | | Multiplayer Sync: Independent Terrain Generation for Clients || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=1939s 00:32:19] | ||
|- | |- | ||
| Implementation: Scaling a 4K Height Map to 1:1 Planetary Scale || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=2659s | | Implementation: Scaling a 4K Height Map to 1:1 Planetary Scale || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=2659s 00:44:19] | ||
|- | |- | ||
| Submersible Potential: Logic for Undersea Exploration || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=3574s | | Submersible Potential: Logic for Undersea Exploration || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=3574s 00:59:34] | ||
|- | |- | ||
| Automated Biome Switching via Replicated Global Events || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=4862s | | Automated Biome Switching via Replicated Global Events || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=4862s 01:21:02] | ||
|- | |- | ||
| Distance-Based Surface Generation Culling (1 Million km Limit) || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=6308s | | Distance-Based Surface Generation Culling (1 Million km Limit) || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=6308s 01:45:08] | ||
|- | |- | ||
| Technical Constraint: Why the Magellan Class Cannot Land || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=6817s | | Technical Constraint: Why the Magellan Class Cannot Land || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=6817s 01:53:37] | ||
|- | |- | ||
| Future Tech: UE 5.7 Nanite Foliage and Procedural Trees || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=9425s | | Future Tech: UE 5.7 Nanite Foliage and Procedural Trees || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=9425s 02:37:05] | ||
|- | |- | ||
| Prototype Test: Piloting Vehicles (Chairs) on Terrain || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=10084s | | Prototype Test: Piloting Vehicles (Chairs) on Terrain || [https://www.youtube.com/watch?v=0n3DCsmZ99U&t=10084s 02:48:04] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,301: | Line 1,301: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Transitioning to Mesh-Based UI for VRAM Optimization || [https://www.youtube.com/watch?v=d73np7fS2og&t=148s | | Transitioning to Mesh-Based UI for VRAM Optimization || [https://www.youtube.com/watch?v=d73np7fS2og&t=148s 00:02:28] | ||
|- | |- | ||
| Establishing Deck-Specific Power Infrastructure Levels || [https://www.youtube.com/watch?v=d73np7fS2og&t=609s | | Establishing Deck-Specific Power Infrastructure Levels || [https://www.youtube.com/watch?v=d73np7fS2og&t=609s 00:10:09] | ||
|- | |- | ||
| Importing and Scaling the Caravela Fusion Reactor Asset || [https://www.youtube.com/watch?v=d73np7fS2og&t=923s | | Importing and Scaling the Caravela Fusion Reactor Asset || [https://www.youtube.com/watch?v=d73np7fS2og&t=923s 00:15:23] | ||
|- | |- | ||
| Implementing Battery Aggregators and High Voltage Feeds || [https://www.youtube.com/watch?v=d73np7fS2og&t=1991s | | Implementing Battery Aggregators and High Voltage Feeds || [https://www.youtube.com/watch?v=d73np7fS2og&t=1991s 00:33:11] | ||
|- | |- | ||
| Logic for Automatic Cable Connections via Overlap Checks || [https://www.youtube.com/watch?v=d73np7fS2og&t=2007s | | Logic for Automatic Cable Connections via Overlap Checks || [https://www.youtube.com/watch?v=d73np7fS2og&t=2007s 00:33:27] | ||
|- | |- | ||
| Technical Breakdown: Nanite Clustering and Overdraw Optimization || [https://www.youtube.com/watch?v=d73np7fS2og&t=3952s | | Technical Breakdown: Nanite Clustering and Overdraw Optimization || [https://www.youtube.com/watch?v=d73np7fS2og&t=3952s 01:05:52] | ||
|- | |- | ||
| Real-Time Lighting Performance: MegaLights and Smeary Shadows || [https://www.youtube.com/watch?v=d73np7fS2og&t=4508s | | Real-Time Lighting Performance: MegaLights and Smeary Shadows || [https://www.youtube.com/watch?v=d73np7fS2og&t=4508s 01:15:08] | ||
|- | |- | ||
| Configuring the Cryogenic Coolant Loop (Helium-4) || [https://www.youtube.com/watch?v=d73np7fS2og&t=5620s | | Configuring the Cryogenic Coolant Loop (Helium-4) || [https://www.youtube.com/watch?v=d73np7fS2og&t=5620s 01:33:40] | ||
|- | |- | ||
| Debugging Fluid Pressures and Tank Boil-off Logic || [https://www.youtube.com/watch?v=d73np7fS2og&t=7291s | | Debugging Fluid Pressures and Tank Boil-off Logic || [https://www.youtube.com/watch?v=d73np7fS2og&t=7291s 02:01:31] | ||
|- | |- | ||
| Reactor Ignition: Managing Magnetic Coil Temperatures || [https://www.youtube.com/watch?v=d73np7fS2og&t=10815s | | Reactor Ignition: Managing Magnetic Coil Temperatures || [https://www.youtube.com/watch?v=d73np7fS2og&t=10815s 03:00:15] | ||
|- | |- | ||
| Boiling Points and Fluid Phase Change Simulation Constraints || [https://www.youtube.com/watch?v=d73np7fS2og&t=11389s | | Boiling Points and Fluid Phase Change Simulation Constraints || [https://www.youtube.com/watch?v=d73np7fS2og&t=11389s 03:09:49] | ||
|- | |- | ||
| Gamedev Pipeline: Total Man-Hours Spent on Caravela Design || [https://www.youtube.com/watch?v=d73np7fS2og&t=13173s | | Gamedev Pipeline: Total Man-Hours Spent on Caravela Design || [https://www.youtube.com/watch?v=d73np7fS2og&t=13173s 03:39:33] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,340: | Line 1,340: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Unified Orbital and Ground Palette Strategy || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=139s | | Unified Orbital and Ground Palette Strategy || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=139s 00:02:19] | ||
|- | |- | ||
| Technical Milestone: Independent Sky Views for Multiple Vessels || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=1588s | | Technical Milestone: Independent Sky Views for Multiple Vessels || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=1588s 00:26:28] | ||
|- | |- | ||
| Moving Planets: Treating Surfaces as Movable Starships || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=1826s | | Moving Planets: Treating Surfaces as Movable Starships || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=1826s 00:30:26] | ||
|- | |- | ||
| Future Tech: MC299 Isotope and Warp Stress Tensors || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=4589s | | Future Tech: MC299 Isotope and Warp Stress Tensors || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=4589s 01:16:29] | ||
|- | |- | ||
| Implementing Procedural Saturation and Lightness Logic || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=5959s | | Implementing Procedural Saturation and Lightness Logic || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=5959s 01:39:19] | ||
|- | |- | ||
| Dynamic Atmosphere and Cloud Impact on Visual Depth || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=10866s | | Dynamic Atmosphere and Cloud Impact on Visual Depth || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=10866s 03:01:06] | ||
|- | |- | ||
| Crater Density Calculation Based on Atmospheric Thickness || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=10942s | | Crater Density Calculation Based on Atmospheric Thickness || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=10942s 03:02:22] | ||
|- | |- | ||
| Integrating Material Parameter Collections for Ground Surfaces || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=15103s | | Integrating Material Parameter Collections for Ground Surfaces || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=15103s 04:11:43] | ||
|- | |- | ||
| Seed-Driven Grass Color Consistency Test || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=18010s | | Seed-Driven Grass Color Consistency Test || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=18010s 05:00:10] | ||
|- | |- | ||
| One-to-One Planet Scale and Global Height Map Demonstration || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=18238s | | One-to-One Planet Scale and Global Height Map Demonstration || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=18238s 05:03:58] | ||
|- | |- | ||
| Solving Terrain Collision: The "Missing Component" Bug || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=19039s | | Solving Terrain Collision: The "Missing Component" Bug || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=19039s 05:17:19] | ||
|- | |- | ||
| Performance Comparison: Surface FPS vs. Bridge FPS || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=19912s | | Performance Comparison: Surface FPS vs. Bridge FPS || [https://www.youtube.com/watch?v=1lMms_DZv2g&t=19912s 05:31:52] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,379: | Line 1,379: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Technical Goal: Physicalizing RCS Impulse vs. Movement Components || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=158s | | Technical Goal: Physicalizing RCS Impulse vs. Movement Components || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=158s 00:02:38] | ||
|- | |- | ||
| VR Critical Path: Settings Menu and 3D Star Labels || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=286s | | VR Critical Path: Settings Menu and 3D Star Labels || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=286s 00:04:46] | ||
|- | |- | ||
| Multiplayer Planetary Landing Sync Issues Investigation || [https://www.youtube.com/watch?t=400s | | Multiplayer Planetary Landing Sync Issues Investigation || [https://www.youtube.com/watch?t=400s 00:06:40] | ||
|- | |- | ||
| Center of Mass and Physics Proxy Geometry Overview || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=1294s | | Center of Mass and Physics Proxy Geometry Overview || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=1294s 00:21:34] | ||
|- | |- | ||
| Applying Force at Socket Locations for Leveraged Rotation || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=4911s | | Applying Force at Socket Locations for Leveraged Rotation || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=4911s 01:21:51] | ||
|- | |- | ||
| Developing a Modular Thruster Array Logic System || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=8911s | | Developing a Modular Thruster Array Logic System || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=8911s 02:28:31] | ||
|- | |- | ||
| Managing Micro-Movements and Physics "Sleep" Optimizations || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=9307s | | Managing Micro-Movements and Physics "Sleep" Optimizations || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=9307s 02:35:07] | ||
|- | |- | ||
| Implementing Balanced Opposing Thrust for Rotation Canceling || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=10168s | | Implementing Balanced Opposing Thrust for Rotation Canceling || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=10168s 02:49:28] | ||
|- | |- | ||
| Logic for Severe Redundancy: Off-Axis Thruster Capabilities || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=11171s | | Logic for Severe Redundancy: Off-Axis Thruster Capabilities || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=11171s 03:06:11] | ||
|- | |- | ||
| Data Cables and Server signal logic for RCS Failures || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=12334s | | Data Cables and Server signal logic for RCS Failures || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=12334s 03:25:34] | ||
|- | |- | ||
| Balancing Pitch and Roll Authority via Leverage Math || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=13744s | | Balancing Pitch and Roll Authority via Leverage Math || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=13744s 03:49:04] | ||
|- | |- | ||
| Final Flight Test: Remote Control Starship Demo || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=14083s | | Final Flight Test: Remote Control Starship Demo || [https://www.youtube.com/watch?v=4xTsb71WUdw&t=14083s 03:54:43] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,418: | Line 1,418: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Planning Bridge Wing Windows for Engine Visibility || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=818s | | Planning Bridge Wing Windows for Engine Visibility || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=818s 00:13:38] | ||
|- | |- | ||
| Allocating Space for Engineering vs. Security Alcoves || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=1503s | | Allocating Space for Engineering vs. Security Alcoves || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=1503s 00:25:03] | ||
|- | |- | ||
| Engineering Station Modes: 3D Hollow Display Integration || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=1645s | | Engineering Station Modes: 3D Hollow Display Integration || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=1645s 00:27:25] | ||
|- | |- | ||
| Designing Consoles for VR Interaction and Keyboard Space || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=10226s | | Designing Consoles for VR Interaction and Keyboard Space || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=10226s 02:50:26] | ||
|- | |- | ||
| Engineering Console Aesthetic: Metal vs. Wooden Bridge Design || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=9676s | | Engineering Console Aesthetic: Metal vs. Wooden Bridge Design || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=9676s 02:41:16] | ||
|- | |- | ||
| Implementing Internal Security and Environmental Control Widgets || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=10322s | | Implementing Internal Security and Environmental Control Widgets || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=10322s 02:52:02] | ||
|- | |- | ||
| Technical Milestone: Independent Galaxy Views for Shuttles || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=13613s | | Technical Milestone: Independent Galaxy Views for Shuttles || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=13613s 03:46:53] | ||
|- | |- | ||
| Multiplayer Demonstration: Magellan Warping Independently of Shuttle || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=13799s | | Multiplayer Demonstration: Magellan Warping Independently of Shuttle || [https://www.youtube.com/watch?v=vf9UrXaDvQg&t=13799s 03:49:59] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,449: | Line 1,449: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Dynamic Object Spawning Strategy and Sector Grid Goals || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=193s | | Dynamic Object Spawning Strategy and Sector Grid Goals || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=193s 00:03:13] | ||
|- | |- | ||
| Three-Layer Object Representation: Static, Sim, and Proxy || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=300s | | Three-Layer Object Representation: Static, Sim, and Proxy || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=300s 00:05:00] | ||
|- | |- | ||
| Sublight vs. FTL Content Density Planning || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=411s | | Sublight vs. FTL Content Density Planning || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=411s 00:06:51] | ||
|- | |- | ||
| Procedural Data Structure for Moons and Barycenters || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=696s | | Procedural Data Structure for Moons and Barycenters || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=696s 00:11:36] | ||
|- | |- | ||
| Initial Space Object Actor Class Creation || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=1123s | | Initial Space Object Actor Class Creation || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=1123s 00:18:43] | ||
|- | |- | ||
| Space Coral and Fractal Creature Concepts || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=1243s | | Space Coral and Fractal Creature Concepts || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=1243s 00:20:43] | ||
|- | |- | ||
| Calculating Relative Transforms for Proxy Objects || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=2101s | | Calculating Relative Transforms for Proxy Objects || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=2101s 00:35:01] | ||
|- | |- | ||
| Troubleshooting Net Cull Distance for Proxy Objects || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=6197s | | Troubleshooting Net Cull Distance for Proxy Objects || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=6197s 01:43:17] | ||
|- | |- | ||
| Stress Testing 1,000 Physics-Driven Proxy Objects || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=7209s | | Stress Testing 1,000 Physics-Driven Proxy Objects || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=7209s 02:00:09] | ||
|- | |- | ||
| Building the Sublight Local Sector Grid Logic || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=8912s | | Building the Sublight Local Sector Grid Logic || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=8912s 02:28:32] | ||
|- | |- | ||
| Visualizing Local Sector Boundaries in Wireframe || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=11827s | | Visualizing Local Sector Boundaries in Wireframe || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=11827s 03:17:07] | ||
|- | |- | ||
| Demonstration: Independent Star System Views (Shuttle vs. Ship) || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=15266s | | Demonstration: Independent Star System Views (Shuttle vs. Ship) || [https://www.youtube.com/watch?v=zK-bJuEeg14&t=15266s 04:14:26] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,488: | Line 1,488: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Introduction and Newtonian Physics Overview || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=533s | | Introduction and Newtonian Physics Overview || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=533s 00:08:53] | ||
|- | |- | ||
| Flight Assist and Rotational Damping Explanation || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=555s | | Flight Assist and Rotational Damping Explanation || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=555s 00:09:15] | ||
|- | |- | ||
| Center of Mass vs. World Origin for Ship Geometry || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=1030s | | Center of Mass vs. World Origin for Ship Geometry || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=1030s 00:17:10] | ||
|- | |- | ||
| Dynamic Proxy Spawning Logic for Shuttles and Enemies || [https://www.youtube.com/watch?t=1521s | | Dynamic Proxy Spawning Logic for Shuttles and Enemies || [https://www.youtube.com/watch?t=1521s 00:25:21] | ||
|- | |- | ||
| Performance Considerations for 30Hz Object Scaling || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=1786s | | Performance Considerations for 30Hz Object Scaling || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=1786s 00:29:46] | ||
|- | |- | ||
| Center of Mass Calculation Issues with Collision Meshes || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=3353s | | Center of Mass Calculation Issues with Collision Meshes || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=3353s 00:55:53] | ||
|- | |- | ||
| Physics Realm vs. Proxy Realm Interaction Logic || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=3734s | | Physics Realm vs. Proxy Realm Interaction Logic || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=3734s 01:02:14] | ||
|- | |- | ||
| Engine Bug Investigation: Collision Channel Responses || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=8340s | | Engine Bug Investigation: Collision Channel Responses || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=8340s 02:19:00] | ||
|- | |- | ||
| Sublight Speed and Gravity Well Scaling Plans || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=9634s | | Sublight Speed and Gravity Well Scaling Plans || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=9634s 02:40:34] | ||
|- | |- | ||
| Multiplayer Physics Synchronization and "Jank" Troubleshooting || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=11140s | | Multiplayer Physics Synchronization and "Jank" Troubleshooting || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=11140s 03:05:40] | ||
|- | |- | ||
| Translating Helmchair Inputs to Server-Authoritative Events || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=12082s | | Translating Helmchair Inputs to Server-Authoritative Events || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=12082s 03:21:22] | ||
|- | |- | ||
| Balancing Offset Thrust for Port/Starboard RCS || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=13841s | | Balancing Offset Thrust for Port/Starboard RCS || [https://www.youtube.com/watch?v=34liMv8Qjbk&t=13841s 03:50:41] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,553: | Line 1,553: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Profiling the game thread to identify CPU bottlenecks caused by distant NPC navigation and UI rendering. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=343s | | Profiling the game thread to identify CPU bottlenecks caused by distant NPC navigation and UI rendering. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=343s 00:05:43] | ||
|- | |- | ||
| Implementing a VRAM optimization technique that collapses unviewed widget UIs into a single pixel. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=491s | | Implementing a VRAM optimization technique that collapses unviewed widget UIs into a single pixel. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=491s 00:08:11] | ||
|- | |- | ||
| Utilizing a 2D density map of the Milky Way to drive a 3D volumetric accretion disc plugin. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=971s | | Utilizing a 2D density map of the Milky Way to drive a 3D volumetric accretion disc plugin. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=971s 00:16:11] | ||
|- | |- | ||
| Discussing scaling issues with volumetric effects and the math needed to fake galactic parallax. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=1241s | | Discussing scaling issues with volumetric effects and the math needed to fake galactic parallax. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=1241s 00:20:41] | ||
|- | |- | ||
| Structuring the hierarchy of task managers, separating bridge operations from localized departmental boards. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=3105s | | Structuring the hierarchy of task managers, separating bridge operations from localized departmental boards. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=3105s 00:51:45] | ||
|- | |- | ||
| Designing the sabotage gameplay loop and balancing internal security detection mechanics. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=4368s | | Designing the sabotage gameplay loop and balancing internal security detection mechanics. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=4368s 01:12:48] | ||
|- | |- | ||
| Building an event-driven task replication loop using Blueprint Interfaces to minimize network tick overhead. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=5106s | | Building an event-driven task replication loop using Blueprint Interfaces to minimize network tick overhead. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=5106s 01:25:06] | ||
|- | |- | ||
| Discussing the transition to Unreal Engine 5.7 and adopting the native Gameplay Messaging Subsystem. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=10486s | | Discussing the transition to Unreal Engine 5.7 and adopting the native Gameplay Messaging Subsystem. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=10486s 02:54:46] | ||
|- | |- | ||
| Fixing UI construction logic so list view objects populate dynamically as tasks are generated. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=11350s | | Fixing UI construction logic so list view objects populate dynamically as tasks are generated. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=11350s 03:09:10] | ||
|- | |- | ||
| Creating an electrical degradation loop where cables gradually lose health, spark, and fail under load. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=12443s | | Creating an electrical degradation loop where cables gradually lose health, spark, and fail under load. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=12443s 03:27:23] | ||
|- | |- | ||
| Successfully completing the fault reporting chain, with a sparking cable pushing a repair task directly to the engineering board. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=13582s | | Successfully completing the fault reporting chain, with a sparking cable pushing a repair task directly to the engineering board. || [https://www.youtube.com/watch?v=Q3RVRrtXlKI&t=13582s 03:46:22] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,590: | Line 1,590: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Discussing CPU optimization by disabling unnecessary tick events on distant NPCs. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=217s | | Discussing CPU optimization by disabling unnecessary tick events on distant NPCs. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=217s 00:03:37] | ||
|- | |- | ||
| Testing the game's physics interactions within a simulated potato asteroid field. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=386s | | Testing the game's physics interactions within a simulated potato asteroid field. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=386s 00:06:26] | ||
|- | |- | ||
| Drawing the monthly competition winners for Captain rank and game keys. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=673s | | Drawing the monthly competition winners for Captain rank and game keys. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=673s 00:11:13] | ||
|- | |- | ||
| Explaining the rationale for the ship's fusion reactor design, modeled after real-world field-reversed configuration tech. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=1692s | | Explaining the rationale for the ship's fusion reactor design, modeled after real-world field-reversed configuration tech. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=1692s 00:28:12] | ||
|- | |- | ||
| Transitioning the Caravella from plugin-based coordinate updating to a fully physics-driven movement system. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=3256s | | Transitioning the Caravella from plugin-based coordinate updating to a fully physics-driven movement system. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=3256s 00:54:16] | ||
|- | |- | ||
| Debugging proxy ship syncing issues where the visible model didn't match the physics object's location. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=3943s | | Debugging proxy ship syncing issues where the visible model didn't match the physics object's location. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=3943s 01:05:43] | ||
|- | |- | ||
| Setting up enhanced input mappings for full six-degrees-of-freedom sublight control. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=4585s | | Setting up enhanced input mappings for full six-degrees-of-freedom sublight control. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=4585s 01:16:25] | ||
|- | |- | ||
| Explaining how the Alcubierre-style FTL drive condenses space in front of the ship rather than applying kinetic thrust. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=7095s | | Explaining how the Alcubierre-style FTL drive condenses space in front of the ship rather than applying kinetic thrust. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=7095s 01:58:15] | ||
|- | |- | ||
| Fixing a bug where releasing flight keys failed to cancel thruster inputs, causing endless acceleration. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=8065s | | Fixing a bug where releasing flight keys failed to cancel thruster inputs, causing endless acceleration. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=8065s 02:14:25] | ||
|- | |- | ||
| Demonstrating the "hugging the donkey" combat maneuver using simultaneous lateral and rotational thrust. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=10305s | | Demonstrating the "hugging the donkey" combat maneuver using simultaneous lateral and rotational thrust. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=10305s 02:51:45] | ||
|- | |- | ||
| Spawning and linking dynamic visual thruster plumes to the ship's proxy model for visual feedback. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=13233s | | Spawning and linking dynamic visual thruster plumes to the ship's proxy model for visual feedback. || [https://www.youtube.com/watch?v=N3eA6zvGEIo&t=13233s 03:40:33] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,627: | Line 1,627: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Discussing CPU budget optimization and removing unnecessary NPC tick updates. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=217s | | Discussing CPU budget optimization and removing unnecessary NPC tick updates. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=217s 00:03:37] | ||
|- | |- | ||
| Introducing overlap-based physical cable connections to replace manual string assignments. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=402s | | Introducing overlap-based physical cable connections to replace manual string assignments. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=402s 00:06:42] | ||
|- | |- | ||
| Debugging actor overlap events to ensure cables recognize adjacent connectors at runtime. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=1189s | | Debugging actor overlap events to ensure cables recognize adjacent connectors at runtime. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=1189s 00:19:49] | ||
|- | |- | ||
| Explaining the transition from an event-driven electrical network to a pulsing, self-healing system. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=5405s | | Explaining the transition from an event-driven electrical network to a pulsing, self-healing system. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=5405s 01:30:05] | ||
|- | |- | ||
| Detailing how network amperages are calculated by reporting wattages backward up the electrical chain. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=5616s | | Detailing how network amperages are calculated by reporting wattages backward up the electrical chain. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=5616s 01:33:36] | ||
|- | |- | ||
| Implementing a health system where cables dynamically spark and fail based on electrical usage. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=7283s | | Implementing a health system where cables dynamically spark and fail based on electrical usage. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=7283s 02:01:23] | ||
|- | |- | ||
| Integrating cable faults into the task manager so NPCs automatically path to broken segments. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=9127s | | Integrating cable faults into the task manager so NPCs automatically path to broken segments. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=9127s 02:32:07] | ||
|- | |- | ||
| Testing the full NPC repair loop: assigning tasks, pathing, repairing, and clearing the task board. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=12380s | | Testing the full NPC repair loop: assigning tasks, pathing, repairing, and clearing the task board. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=12380s 03:26:20] | ||
|- | |- | ||
| Successful stress test with multiple engineering NPCs simultaneously claiming and fixing cable faults. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=13971s | | Successful stress test with multiple engineering NPCs simultaneously claiming and fixing cable faults. || [https://www.youtube.com/watch?v=tjDHPXvklWE&t=13971s 03:52:51] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,660: | Line 1,660: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Testing server and client-side replication fixes for the ship customization UI. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=352s | | Testing server and client-side replication fixes for the ship customization UI. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=352s 00:05:52] | ||
|- | |- | ||
| Prototyping deck crew NPC logic to locate, pick up, and carry physical props. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=1828s | | Prototyping deck crew NPC logic to locate, pick up, and carry physical props. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=1828s 00:30:28] | ||
|- | |- | ||
| Debugging character rotation and bone socket snapping when an NPC attaches a prop to their hands. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=4568s | | Debugging character rotation and bone socket snapping when an NPC attaches a prop to their hands. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=4568s 01:16:08] | ||
|- | |- | ||
| Building a master shelving unit actor with localized collision spheres to track empty or occupied item slots. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=7212s | | Building a master shelving unit actor with localized collision spheres to track empty or occupied item slots. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=7212s 02:00:12] | ||
|- | |- | ||
| Calculating navmesh radii and routing NPCs to exact standing points in front of shelving units. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=9442s | | Calculating navmesh radii and routing NPCs to exact standing points in front of shelving units. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=9442s 02:37:22] | ||
|- | |- | ||
| Setting up an interface to allow NPCs to query a shelf for available capacity before placing an item. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=11426s | | Setting up an interface to allow NPCs to query a shelf for available capacity before placing an item. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=11426s 03:10:26] | ||
|- | |- | ||
| Handling capacity logic so that NPCs will pile items on the floor if the target shelf is completely full. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=12750s | | Handling capacity logic so that NPCs will pile items on the floor if the target shelf is completely full. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=12750s 03:32:30] | ||
|- | |- | ||
| Successful full loop test where the NPC autonomously moves pumpkins from a stash box into dedicated shelf slots. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=13302s | | Successful full loop test where the NPC autonomously moves pumpkins from a stash box into dedicated shelf slots. || [https://www.youtube.com/watch?v=RdTTJkEPeyg&t=13302s 03:41:42] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,691: | Line 1,691: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Discussing CPU profiling and optimizing background NPC tick routines. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=217s | | Discussing CPU profiling and optimizing background NPC tick routines. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=217s 00:03:37] | ||
|- | |- | ||
| Explaining the shift from an event-driven electrical network to a self-healing hybrid system. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=350s | | Explaining the shift from an event-driven electrical network to a self-healing hybrid system. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=350s 00:05:50] | ||
|- | |- | ||
| Detailing the mechanics of harvesting electrical energy from the fusion reactor's magnetic pressure. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=683s | | Detailing the mechanics of harvesting electrical energy from the fusion reactor's magnetic pressure. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=683s 00:11:23] | ||
|- | |- | ||
| Converting cable mapping logic from manual ID tags to physical actor overlap detection. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=1300s | | Converting cable mapping logic from manual ID tags to physical actor overlap detection. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=1300s 00:21:40] | ||
|- | |- | ||
| Discussing solid-state battery technology and plans for volumetric energy density calculations. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=2163s | | Discussing solid-state battery technology and plans for volumetric energy density calculations. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=2163s 00:36:03] | ||
|- | |- | ||
| Planning the reuse of electrical static meshes for the 3D holographic engineering display. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=2882s | | Planning the reuse of electrical static meshes for the 3D holographic engineering display. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=2882s 00:48:02] | ||
|- | |- | ||
| Setting up customized debugging teleports across the Caravella's decks for faster testing. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=5144s | | Setting up customized debugging teleports across the Caravella's decks for faster testing. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=5144s 01:25:44] | ||
|- | |- | ||
| Building a macro to dynamically configure visibility and scaling for interface connector nodes. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=8121s | | Building a macro to dynamically configure visibility and scaling for interface connector nodes. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=8121s 02:15:21] | ||
|- | |- | ||
| Debugging the reactor startup sequence after encountering a dry fuel flow initialization bug. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=13008s | | Debugging the reactor startup sequence after encountering a dry fuel flow initialization bug. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=13008s 03:36:48] | ||
|- | |- | ||
| Successfully transmitting 100 million volts through the new overlap-detected distribution setup. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=13830s | | Successfully transmitting 100 million volts through the new overlap-detected distribution setup. || [https://www.youtube.com/watch?v=jfS2WRXzezI&t=13830s 03:50:30] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,726: | Line 1,726: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Redesigning the science lab floor plan to incorporate direct access to the secure storage rooms. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=421s | | Redesigning the science lab floor plan to incorporate direct access to the secure storage rooms. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=421s 00:07:01] | ||
|- | |- | ||
| Discussing the concept of survival rooms, where any room can become a self-contained pressure vessel during hull breaches. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=1372s | | Discussing the concept of survival rooms, where any room can become a self-contained pressure vessel during hull breaches. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=1372s 00:22:52] | ||
|- | |- | ||
| Explaining the internal security gameplay loop and the mechanics for tracking acts of player sabotage. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=2989s | | Explaining the internal security gameplay loop and the mechanics for tracking acts of player sabotage. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=2989s 00:49:49] | ||
|- | |- | ||
| Setting up small, medium, and large "IKEA-style" pigeon-hole shelving for standard geology and generic samples. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=4488s | | Setting up small, medium, and large "IKEA-style" pigeon-hole shelving for standard geology and generic samples. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=4488s 01:14:48] | ||
|- | |- | ||
| Designing specialized cylindrical storage units (20L, 60L, and 160L) for botany and oceanography samples. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=8579s | | Designing specialized cylindrical storage units (20L, 60L, and 160L) for botany and oceanography samples. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=8579s 02:22:59] | ||
|- | |- | ||
| Discussing the moral and gameplay implications of managing and eventually recycling live alien samples. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=13095s | | Discussing the moral and gameplay implications of managing and eventually recycling live alien samples. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=13095s 03:38:15] | ||
|- | |- | ||
| Explaining the full NPC task loop of routing physical objects from the probe airlock to the science labs. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=13489s | | Explaining the full NPC task loop of routing physical objects from the probe airlock to the science labs. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=13489s 03:44:49] | ||
|- | |- | ||
| Outlining how procedural artifact seeds will be saved so players can 3D print copies of fully researched items. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=13626s | | Outlining how procedural artifact seeds will be saved so players can 3D print copies of fully researched items. || [https://www.youtube.com/watch?v=WXMwsuzagSA&t=13626s 03:47:06] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,757: | Line 1,757: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Discussing the long-term vision for comms gameplay, diplomacy, and Admiralty mission generation. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=237s | | Discussing the long-term vision for comms gameplay, diplomacy, and Admiralty mission generation. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=237s 00:03:57] | ||
|- | |- | ||
| Showcasing early technical progress on the shuttle system operating in a separate local space from the main ship. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=547s | | Showcasing early technical progress on the shuttle system operating in a separate local space from the main ship. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=547s 00:09:07] | ||
|- | |- | ||
| Concepting the linguistics lab's role in decoding alien languages for the comms translation system. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=678s | | Concepting the linguistics lab's role in decoding alien languages for the comms translation system. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=678s 00:11:18] | ||
|- | |- | ||
| Creating the signal struct data to categorize broadcasts by source, type, and transmission technology. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=2301s | | Creating the signal struct data to categorize broadcasts by source, type, and transmission technology. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=2301s 00:38:21] | ||
|- | |- | ||
| Outlining the "micro-wormhole" concept as the lore-friendly method for instantaneous Earth-to-ship communication. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=2618s | | Outlining the "micro-wormhole" concept as the lore-friendly method for instantaneous Earth-to-ship communication. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=2618s 00:43:38] | ||
|- | |- | ||
| Configuring the UI list view to display tracked incoming signals and building the underlying update logic. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=3216s | | Configuring the UI list view to display tracked incoming signals and building the underlying update logic. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=3216s 00:53:36] | ||
|- | |- | ||
| Building the logic to automatically populate local planets and nearby neutron stars as passive radio sources. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=7446s | | Building the logic to automatically populate local planets and nearby neutron stars as passive radio sources. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=7446s 02:04:06] | ||
|- | |- | ||
| Discussing plans for Unreal Engine 5.7's procedural foliage tools to drive plant generation based on planetary conditions. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=7743s | | Discussing plans for Unreal Engine 5.7's procedural foliage tools to drive plant generation based on planetary conditions. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=7743s 02:09:03] | ||
|- | |- | ||
| Formatting distance outputs in the UI to dynamically switch between kilometers and lightyears. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=10456s | | Formatting distance outputs in the UI to dynamically switch between kilometers and lightyears. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=10456s 02:54:16] | ||
|- | |- | ||
| Drafting an "Incoming Hail" popup interface to handle direct messages and mission assignments. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=10885s | | Drafting an "Incoming Hail" popup interface to handle direct messages and mission assignments. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=10885s 03:01:25] | ||
|- | |- | ||
| Finalizing the logic for Earth to send the player a generated mission target, applying a filter to avoid targeting Earth itself. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=13635s | | Finalizing the logic for Earth to send the player a generated mission target, applying a filter to avoid targeting Earth itself. || [https://www.youtube.com/watch?v=ft7RoN2FW_M&t=13635s 03:47:15] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,794: | Line 1,794: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Discussing the in-game YouTube player API and JSON response crashes. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=255s | | Discussing the in-game YouTube player API and JSON response crashes. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=255s 00:04:15] | ||
|- | |- | ||
| Debugging voltage drop-offs and finding the step-down voltage configuration error. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=2620s | | Debugging voltage drop-offs and finding the step-down voltage configuration error. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=2620s 00:43:40] | ||
|- | |- | ||
| Explaining the reverse-wattage reporting system required to calculate network amperages. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=3371s | | Explaining the reverse-wattage reporting system required to calculate network amperages. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=3371s 00:56:11] | ||
|- | |- | ||
| Roughing out the physical layout for the Caravella's battery arrays and cable routing. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=4446s | | Roughing out the physical layout for the Caravella's battery arrays and cable routing. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=4446s 01:14:06] | ||
|- | |- | ||
| Outlining battery array mechanics, including solid-state capacity and power per cell calculations. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=6886s | | Outlining battery array mechanics, including solid-state capacity and power per cell calculations. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=6886s 01:54:46] | ||
|- | |- | ||
| Explaining the transition from an event-driven electrical network to a self-healing, once-per-second pulsing system. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=11969s | | Explaining the transition from an event-driven electrical network to a self-healing, once-per-second pulsing system. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=11969s 03:19:29] | ||
|- | |- | ||
| Successfully powering the deck aggregators using physics overlap collision checks rather than string IDs. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=12718s | | Successfully powering the deck aggregators using physics overlap collision checks rather than string IDs. || [https://www.youtube.com/watch?v=nsQSN9u6ZZ8&t=12718s 03:31:58] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,823: | Line 1,823: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Segmenting the bridge carpet and wooden trims into individual pieces to prepare for physical damage mechanics. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=209s | | Segmenting the bridge carpet and wooden trims into individual pieces to prepare for physical damage mechanics. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=209s 00:03:29] | ||
|- | |- | ||
| Explaining why exterior "bridge wings" were omitted from the Magellan prototype design. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=408s | | Explaining why exterior "bridge wings" were omitted from the Magellan prototype design. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=408s 00:06:48] | ||
|- | |- | ||
| Defining the rigid design rules for maintaining internal wall cavities for insulation, pipes, and electricals. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=2499s | | Defining the rigid design rules for maintaining internal wall cavities for insulation, pipes, and electricals. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=2499s 00:41:39] | ||
|- | |- | ||
| Detailing the gameplay goals for the year: implementing basic functionality for all seven ship departments. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=4367s | | Detailing the gameplay goals for the year: implementing basic functionality for all seven ship departments. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=4367s 01:12:47] | ||
|- | |- | ||
| Calculating the precise angles and cutouts for the new curved alcove consoles. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=5105s | | Calculating the precise angles and cutouts for the new curved alcove consoles. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=5105s 01:25:05] | ||
|- | |- | ||
| Rearranging the bridge layout to appropriately fit the engineering console, internal security, and weapons locker. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=5916s | | Rearranging the bridge layout to appropriately fit the engineering console, internal security, and weapons locker. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=5916s 01:38:36] | ||
|- | |- | ||
| Recovering from a SketchUp crash and utilizing saved measurements to rapidly rebuild the alcove framework. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=8261s | | Recovering from a SketchUp crash and utilizing saved measurements to rapidly rebuild the alcove framework. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=8261s 02:17:41] | ||
|- | |- | ||
| Exporting the newly modeled framework and testing its alignment live in Unreal Engine. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=9868s | | Exporting the newly modeled framework and testing its alignment live in Unreal Engine. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=9868s 02:44:28] | ||
|- | |- | ||
| Demonstrating the Unreal Engine MegaLights system to handle hundreds of shadow-casting interior lights. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=14369s | | Demonstrating the Unreal Engine MegaLights system to handle hundreds of shadow-casting interior lights. || [https://www.youtube.com/watch?v=1BR_bRl8Uns&t=14369s 03:59:29] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,856: | Line 1,856: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Showcasing new bridge geometry details, carpet segmentation, and emissive step lighting. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=189s | | Showcasing new bridge geometry details, carpet segmentation, and emissive step lighting. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=189s 00:03:09] | ||
|- | |- | ||
| Discussing the conceptual separation of bridge-specific tasks from general department tasks. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=613s | | Discussing the conceptual separation of bridge-specific tasks from general department tasks. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=613s 00:10:13] | ||
|- | |- | ||
| Outlining current progress and upcoming goals for procedural planetary landings. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=1312s | | Outlining current progress and upcoming goals for procedural planetary landings. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=1312s 00:21:52] | ||
|- | |- | ||
| Designing a global task manager to act as a central routing switchboard for the ship. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=1628s | | Designing a global task manager to act as a central routing switchboard for the ship. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=1628s 00:27:08] | ||
|- | |- | ||
| Concepting a modular crew action library to allow reusable behavior blocks for NPCs. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=3020s | | Concepting a modular crew action library to allow reusable behavior blocks for NPCs. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=3020s 00:50:20] | ||
|- | |- | ||
| Debugging an NPC logic loop where the AI repeatedly tries to scan already explored systems. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=4509s | | Debugging an NPC logic loop where the AI repeatedly tries to scan already explored systems. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=4509s 01:15:09] | ||
|- | |- | ||
| Explaining database management strategies for tracking large arrays of explored star systems. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=6162s | | Explaining database management strategies for tracking large arrays of explored star systems. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=6162s 01:42:42] | ||
|- | |- | ||
| Building the logic sequence for a new "Search for Tech Signatures" shipwide order. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=7867s | | Building the logic sequence for a new "Search for Tech Signatures" shipwide order. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=7867s 02:11:07] | ||
|- | |- | ||
| Mapping out dynamic task granularity to provide varying levels of instruction for players versus NPCs. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=10874s | | Mapping out dynamic task granularity to provide varying levels of instruction for players versus NPCs. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=10874s 03:01:14] | ||
|- | |- | ||
| Optimizing the system exploration check by using a temporary array, successfully fixing the AI targeting bug. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=15602s | | Optimizing the system exploration check by using a temporary array, successfully fixing the AI targeting bug. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=15602s 04:20:02] | ||
|- | |- | ||
| Final recap of bridge architectural updates and upcoming helm console redesign plans. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=15998s | | Final recap of bridge architectural updates and upcoming helm console redesign plans. || [https://www.youtube.com/watch?v=TtlxR2nF_NI&t=15998s 04:26:38] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,893: | Line 1,893: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Fixing glass rendering issues and discussing face-weighted normals on bridge alcoves. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=256s | | Fixing glass rendering issues and discussing face-weighted normals on bridge alcoves. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=256s 00:04:16] | ||
|- | |- | ||
| Discussing plans to upgrade to Unreal Engine 5.7 for nanite foliage tools. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=668s | | Discussing plans to upgrade to Unreal Engine 5.7 for nanite foliage tools. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=668s 00:11:08] | ||
|- | |- | ||
| Routing physical electrical cables from the battery aggregators up toward the bridge. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=847s | | Routing physical electrical cables from the battery aggregators up toward the bridge. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=847s 00:14:07] | ||
|- | |- | ||
| Concepting a passive, floor-based gravity generation material to avoid routing high voltage. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=6676s | | Concepting a passive, floor-based gravity generation material to avoid routing high voltage. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=6676s 01:51:16] | ||
|- | |- | ||
| Outlining a segment-based room volume system to simulate localized gravity, vacuum, and fire spread. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=8013s | | Outlining a segment-based room volume system to simulate localized gravity, vacuum, and fire spread. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=8013s 02:13:33] | ||
|- | |- | ||
| Wiring a test sphere ("fake hollow display") to act as a placeholder power draw on the bridge. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=8764s | | Wiring a test sphere ("fake hollow display") to act as a placeholder power draw on the bridge. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=8764s 02:26:04] | ||
|- | |- | ||
| Building a custom debug macro to trace voltage signals through the distribution boxes. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=9265s | | Building a custom debug macro to trace voltage signals through the distribution boxes. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=9265s 02:34:25] | ||
|- | |- | ||
| Troubleshooting a wattage report spam bug causing an infinite feedback loop on the network. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=11363s | | Troubleshooting a wattage report spam bug causing an infinite feedback loop on the network. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=11363s 03:09:23] | ||
|- | |- | ||
| Successfully clearing the broadcast storm and powering on the bridge's hollow display. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=13877s | | Successfully clearing the broadcast storm and powering on the bridge's hollow display. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=13877s 03:51:17] | ||
|- | |- | ||
| Discussing plans to move away from widgets toward fully physicalized, mesh-driven UIs. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=13986s | | Discussing plans to move away from widgets toward fully physicalized, mesh-driven UIs. || [https://www.youtube.com/watch?v=TRpeW2hGMEU&t=13986s 03:53:06] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,928: | Line 1,928: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Discussing the shift toward state files to decouple physical ship systems from UI elements. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=251s | | Discussing the shift toward state files to decouple physical ship systems from UI elements. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=251s 00:04:11] | ||
|- | |- | ||
| Moving galaxy generation and space environment settings into an isolated streaming sublevel for better modularity. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=807s | | Moving galaxy generation and space environment settings into an isolated streaming sublevel for better modularity. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=807s 00:13:27] | ||
|- | |- | ||
| Outlining the future design of probes, including modular cargo sections and failure mechanics based on planet conditions. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=1106s | | Outlining the future design of probes, including modular cargo sections and failure mechanics based on planet conditions. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=1106s 00:18:26] | ||
|- | |- | ||
| Explaining how procedural objects like alien plants will use two distinct seeds for broad structures and micro-variations. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=1703s | | Explaining how procedural objects like alien plants will use two distinct seeds for broad structures and micro-variations. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=1703s 00:28:23] | ||
|- | |- | ||
| Adding new specialized AI roles ("Runner" and "Probe Handler") to separate deck crew logic. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=2299s | | Adding new specialized AI roles ("Runner" and "Probe Handler") to separate deck crew logic. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=2299s 00:38:19] | ||
|- | |- | ||
| Modeling a basic test probe with an interactive launch interface that works in a multiplayer environment. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=4111s | | Modeling a basic test probe with an interactive launch interface that works in a multiplayer environment. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=4111s 01:08:31] | ||
|- | |- | ||
| Concepting the "Cargo Manager" to centralize item logic, so NPCs query one manager instead of searching for individual shelves. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=5731s | | Concepting the "Cargo Manager" to centralize item logic, so NPCs query one manager instead of searching for individual shelves. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=5731s 01:35:31] | ||
|- | |- | ||
| Building the new Struct arrays and Blueprint Interfaces needed for objects to register and deregister their own cargo manifests. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=6523s | | Building the new Struct arrays and Blueprint Interfaces needed for objects to register and deregister their own cargo manifests. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=6523s 01:48:43] | ||
|- | |- | ||
| Creating loop logic that allows NPCs to query the Cargo Manager for available items matching specific science classes. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=8153s | | Creating loop logic that allows NPCs to query the Cargo Manager for available items matching specific science classes. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=8153s 02:15:53] | ||
|- | |- | ||
| Troubleshooting the manifest updates and fixing a logic bug where NPCs were querying the wrong shelf array due to a failed macro output. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=14147s | | Troubleshooting the manifest updates and fixing a logic bug where NPCs were querying the wrong shelf array due to a failed macro output. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=14147s 03:55:47] | ||
|- | |- | ||
| Final successful test: The probe launches, returns with a pumpkin, and the AI deck crew automatically retrieves it and moves it to the correct lab shelf. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=15730s | | Final successful test: The probe launches, returns with a pumpkin, and the AI deck crew automatically retrieves it and moves it to the correct lab shelf. || [https://www.youtube.com/watch?v=2dE92S8C9Gc&t=15730s 04:22:10] | ||
|} | |} | ||
</div> | </div> | ||
| Line 1,965: | Line 1,965: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Creating a centralized task manager to track operations across all ship departments. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=218s | | Creating a centralized task manager to track operations across all ship departments. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=218s 00:03:38] | ||
|- | |- | ||
| Explaining the differences in task granularity for NPCs versus player characters. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=963s | | Explaining the differences in task granularity for NPCs versus player characters. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=963s 00:16:03] | ||
|- | |- | ||
| Integrating shipwide objectives (e.g., direct orders from Earth) into the global task pool. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=1676s | | Integrating shipwide objectives (e.g., direct orders from Earth) into the global task pool. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=1676s 00:27:56] | ||
|- | |- | ||
| Detailing the technical fix for a bug causing players to teleport outside the ship when exiting chairs. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=2667s | | Detailing the technical fix for a bug causing players to teleport outside the ship when exiting chairs. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=2667s 00:44:27] | ||
|- | |- | ||
| Setting up base classes for UI task boards to display orders without running background logic. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=2912s | | Setting up base classes for UI task boards to display orders without running background logic. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=2912s 00:48:32] | ||
|- | |- | ||
| Implementing a Blueprint Interface to decouple task data from the UI widgets. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=3288s | | Implementing a Blueprint Interface to decouple task data from the UI widgets. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=3288s 00:54:48] | ||
|- | |- | ||
| Structuring data arrays for each specialized department (Science, Engineering, Command, etc.). || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=5282s | | Structuring data arrays for each specialized department (Science, Engineering, Command, etc.). || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=5282s 01:28:02] | ||
|- | |- | ||
| Creating a test actor ("Greg") to automatically generate random simulated tasks for debugging. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=6611s | | Creating a test actor ("Greg") to automatically generate random simulated tasks for debugging. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=6611s 01:50:11] | ||
|- | |- | ||
| Troubleshooting widget component assignments and working around constructor limitations. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=10115s | | Troubleshooting widget component assignments and working around constructor limitations. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=10115s 02:48:35] | ||
|- | |- | ||
| Prototyping an interactive logic test where an NPC civilian orders a drink at the bar. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=12723s | | Prototyping an interactive logic test where an NPC civilian orders a drink at the bar. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=12723s 03:32:03] | ||
|- | |- | ||
| Finalizing the AI loop so the Steward NPC dynamically receives, delivers, and clears the drink task. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=14060s | | Finalizing the AI loop so the Steward NPC dynamically receives, delivers, and clears the drink task. || [https://www.youtube.com/watch?v=TinDBJsQdcc&t=14060s 03:54:20] | ||
|} | |} | ||
</div> | </div> | ||
| Line 2,002: | Line 2,002: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Detailed walkthrough of the 29-step game startup and loading sequence || | | Detailed walkthrough of the 29-step game startup and loading sequence || [https://www.youtube.com/watch?v=8NHeJNN7anM&t=336s 00:05:36] | ||
|- | |- | ||
| Migration strategy to Epic's Gameplay Messaging Subsystem for stability || | | Migration strategy to Epic's Gameplay Messaging Subsystem for stability || [https://www.youtube.com/watch?v=8NHeJNN7anM&t=236s 00:03:56] | ||
|- | |- | ||
| Caravella bridge layout planning: Walkway clearance and console positioning || | | Caravella bridge layout planning: Walkway clearance and console positioning || [https://www.youtube.com/watch?v=8NHeJNN7anM&t=1144s 00:19:04] | ||
|- | |- | ||
| Technical discussion on interior simulation costs vs. multiplayer performance || | | Technical discussion on interior simulation costs vs. multiplayer performance || [https://www.youtube.com/watch?v=8NHeJNN7anM&t=4043s 01:07:23] | ||
|- | |- | ||
| Re-engineering the electrical startup chain (batteries to reactor) || | | Re-engineering the electrical startup chain (batteries to reactor) || [https://www.youtube.com/watch?v=8NHeJNN7anM&t=7126s 01:58:46] | ||
|- | |- | ||
| Implementation of save data retrieval within the new initialization flow || | | Implementation of save data retrieval within the new initialization flow || [https://www.youtube.com/watch?v=8NHeJNN7anM&t=8353s 02:19:13] | ||
|- | |- | ||
| Resolving null pointer issues caused by game instance re-referencing || | | Resolving null pointer issues caused by game instance re-referencing || [https://www.youtube.com/watch?v=8NHeJNN7anM&t=9920s 02:45:20] | ||
|} | |} | ||
</div> | </div> | ||
| Line 2,379: | Line 2,379: | ||
| Final overview of the universal Task Manager system for all departments || [https://www.youtube.com/watch?v=nrqebtxpfJc&t=14253s 03:57:33] | | Final overview of the universal Task Manager system for all departments || [https://www.youtube.com/watch?v=nrqebtxpfJc&t=14253s 03:57:33] | ||
|} | |} | ||
<dive><Dive> | |||
! style="width:7%" | 2026-03-11 !! style="width:27%" | [[https://www.youtube.com/watch?v=cG8xr85viNM](https://www.youtube.com/watch?v=cG8xr85viNM)] !! style="width:15%" | 4 hours, 06 minutes, 52 seconds !! | ! style="width:7%" | 2026-03-11 !! style="width:27%" | [[https://www.youtube.com/watch?v=cG8xr85viNM](https://www.youtube.com/watch?v=cG8xr85viNM)] !! style="width:15%" | 4 hours, 06 minutes, 52 seconds !! | ||
<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
| Line 2,391: | Line 2,392: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Three-tier logic architecture explanation || | | Three-tier logic architecture explanation || [https://www.youtube.com/watch?v=cG8xr85viNM&t=718s 00:11:58] | ||
|- | |- | ||
| Optimizing ticking functions with random start delays || | | Optimizing ticking functions with random start delays || [https://www.youtube.com/watch?v=cG8xr85viNM&t=995s 00:16:35] | ||
|- | |- | ||
| Coding "Navigate to Location" objective tracking || | | Coding "Navigate to Location" objective tracking || [https://www.youtube.com/watch?v=cG8xr85viNM&t=1329s 00:22:09] | ||
|- | |- | ||
| Reusing task logic for both Players and NPCs || | | Reusing task logic for both Players and NPCs || [https://www.youtube.com/watch?v=cG8xr85viNM&t=1657s 00:27:37] | ||
|- | |- | ||
| Discussion on Christmas Early Access goals || | | Discussion on Christmas Early Access goals || [https://www.youtube.com/watch?v=cG8xr85viNM&t=2292s 00:38:12] | ||
|- | |- | ||
| Implementing persistent tasks to prevent NPC stalling || | | Implementing persistent tasks to prevent NPC stalling || [https://www.youtube.com/watch?v=cG8xr85viNM&t=2752s 00:45:52] | ||
|- | |- | ||
| Autopilot arrival calculation and computer core upgrades || | | Autopilot arrival calculation and computer core upgrades || [https://www.youtube.com/watch?v=cG8xr85viNM&t=3283s 00:54:43] | ||
|- | |- | ||
| Smart glass overlay concept for bridge windows || | | Smart glass overlay concept for bridge windows || [https://www.youtube.com/watch?v=cG8xr85viNM&t=4176s 01:09:36] | ||
|- | |- | ||
| Tactical maneuvers and custom thruster scripting || | | Tactical maneuvers and custom thruster scripting || [https://www.youtube.com/watch?v=cG8xr85viNM&t=6334s 01:45:34] | ||
|- | |- | ||
| Starting the Bridge Audit Log system || | | Starting the Bridge Audit Log system || [https://www.youtube.com/watch?v=cG8xr85viNM&t=6616s 01:50:16] | ||
|- | |- | ||
| Metahuman character system and customization plans || | | Metahuman character system and customization plans || [https://www.youtube.com/watch?t=14078s&v=cG8xr85viNM 03:54:38] | ||
|- | |- | ||
| Zero-G and centrifugal gravity animation challenges || [https://www.youtube.com/watch?v=cG8xr85viNM&t=14229s 03:57:09] | |||
|} | |||
</div> | |||
</div> | |||
! style="width:7%" | 2026-03-13 !! style="width:27%" | [https://www.youtube.com/live/ZtcwbiN_VLM?si=BPjfPHv8sY9K4TrV](https://www.youtube.com/live/ZtcwbiN_VLM?si=BPjfPHv8sY9K4TrV) !! style="width:15%" | 3 hours, 58 minutes, 40 seconds !! | ! style="width:7%" | 2026-03-13 !! style="width:27%" | [https://www.youtube.com/live/ZtcwbiN_VLM?si=BPjfPHv8sY9K4TrV](https://www.youtube.com/live/ZtcwbiN_VLM?si=BPjfPHv8sY9K4TrV) !! style="width:15%" | 3 hours, 58 minutes, 40 seconds !! | ||
<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
| Line 2,427: | Line 2,430: | ||
! '''Highlight''' !! '''timestamps''' | ! '''Highlight''' !! '''timestamps''' | ||
|- | |- | ||
| Technical Logic: Fixing Infinite Scans in the Task Management System || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=710s | | Technical Logic: Fixing Infinite Scans in the Task Management System || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=710s 00:11:50] | ||
|- | |- | ||
| Galaxy Architecture: 1-Light-Year Cube Subdivisions and Re-Basing || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=1200s | | Galaxy Architecture: 1-Light-Year Cube Subdivisions and Re-Basing || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=1200s 00:20:00] | ||
|- | |- | ||
| Floating Point Jitter: Analysis of Lateral Movement vs. Rotation Jitter || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=2082s | | Floating Point Jitter: Analysis of Lateral Movement vs. Rotation Jitter || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=2082s 00:34:42] | ||
|- | |- | ||
| UI Architecture: Contextual Radial Menu and Action ID Logic || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=2260s | | UI Architecture: Contextual Radial Menu and Action ID Logic || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=2260s 00:37:40] | ||
|- | |- | ||
| Simulation Depth: Multi-Part NPC Actions for Automated Navigation || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=3051s | | Simulation Depth: Multi-Part NPC Actions for Automated Navigation || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=3051s 00:50:51] | ||
|- | |- | ||
| Data Persistence: Handling Computer Core Damage and Data Inaccessibility || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=4203s | | Data Persistence: Handling Computer Core Damage and Data Inaccessibility || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=4203s 01:10:03] | ||
|- | |- | ||
| Task Automation: Sorting Struct Arrays by Distance for Target Acquisition || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=8053s | | Task Automation: Sorting Struct Arrays by Distance for Target Acquisition || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=8053s 02:14:13] | ||
|- | |- | ||
| Audit Log: Using Gameplay Message Subsystems to Verify Button Presses || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=8112s | | Audit Log: Using Gameplay Message Subsystems to Verify Button Presses || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=8112s 02:15:12] | ||
|- | |- | ||
| NPC Optimization: Pawn Sensing Logic and Distance-Based Visibility || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=10630s | | NPC Optimization: Pawn Sensing Logic and Distance-Based Visibility || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=10630s 02:57:10] | ||
|- | |- | ||
| Technical Milestone: Decoupling Task Logic from Global Task Managers || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=8745s | | Technical Milestone: Decoupling Task Logic from Global Task Managers || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=8745s 02:25:45] | ||
|- | |- | ||
| Procedural Content: Planetary Surface Village Settlements Logic || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=11340s | | Procedural Content: Planetary Surface Village Settlements Logic || [https://www.youtube.com/watch?v=ZtcwbiN_VLM&t=11340s 03:09:00] | ||
|} | |} | ||
</div> | </div> | ||
Revision as of 04:26, 14 March 2026
NOTICE: This page is a Work in Progress as much of the lore/Development for the game is yet to be established.
This page contains a List of Development streams and some metadata data
Latest Stream: 2026/03/11
The data below is being created and is not all accurate.
| Total Dev Streams | Total Play Time |
|---|---|
| 212 | 767 hours, 49 minutes, and 46 seconds* |
(*24 hour steam not included in total time as currently unavalible)
| Full Dev Stream Playlist |
|---|
| Building The Caravella Playlist |
| Building The Magellan Class Playlist |
Dev Stream History List
NOTE The use of AI has been implemented in the creation of some of the summaries and timestamps of the highlights, then checked for accuracy by a human editor.
2023
| Date | Video Link | Video Length | Description of Work | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023-09-10 | [1](https://www.youtube.com/watch?v=DF-jJp7TQa4) | 3 hours, 16 minutes, 41 seconds |
Starship Simulator Dev Stream
| |||||||||||||||||||||||||
| 2023-10-05 | [2](https://www.youtube.com/watch?v=btiDgL6aCbo) | 3 hours, 56 minutes, 23 seconds |
Starship Simulator Dev Stream
| |||||||||||||||||||||||||
2024 Q1
| Date | Video Link | Video Length | Description of Work |
|---|---|---|---|
| 2024-01-28 | [3](https://www.youtube.com/watch?v=Fp5SSR3Raxg) | 2 hours, 26 minutes, 55 seconds | Ship exterior remodeling, structural framework refinement, Drone Bay area modifications, geometry cleanup. |
| 2024-02-04 | [4](https://www.youtube.com/watch?v=FMP5aNqESE8) | 2 hours, 23 minutes, 48 seconds | C deck modifications, panel sizing consistency, SketchUp to Unreal Engine workflow, internal design rules, science labs and astrometrics planning. |
| 2024-02-10 | [5](https://www.youtube.com/watch?v=I5EtBgZHbNk) | 2 hours, 10 minutes, 04 seconds | Development stream focusing on ship framework, interior design, and game mechanics like damage, air pressure, and customization. |
| 2024-02-18 | [6](https://www.youtube.com/watch?v=WSOTLzVyqt4) | 4 hours, 01 minutes, 57 seconds | Development stream focusing on the new sensor UI for the Starship Simulator game, including the GPS, sensor modes, and bridge design. |
| 2024-02-24 | [7](https://www.youtube.com/watch?v=TqxsLCI-I-Q) | 2 hours, 39 minutes, 04 seconds | Development stream focusing on the game's design, including planetary exploration, ship customization, and mission creation. |
| 2024-03-03 | [8](https://www.youtube.com/watch?v=pqKjnwtuJo4) | 4 hours, 16 minutes, 09 seconds | Development stream focusing on Kickstarter updates, ship framework, holo display functionality, and galaxy generation. |
| 2024-03-06 | [9](https://www.youtube.com/watch?v=6JbXd9UCzws) | 4 hours, 22 minutes, 12 seconds | Development stream focusing on Kickstarter updates, engine work, multiplayer and gameplay, alien encounters and diplomacy, procedural generation and DLC plans, hologram planet on the bridge, and hologram planet improvements. |
| 2024-03-09 | [10](https://www.youtube.com/watch?v=S9Q0wFUomPY) | 4 hours, 33 minutes, 21 seconds | Development stream focusing on sensor UI improvements, multiplayer functionality, UI design and challenges, game features and content, technical details, and future development. |
| 2024-03-13 | [11](https://www.youtube.com/watch?v=77kiK4v1TE4) | 4 hours, 17 minutes, 38 seconds | Development stream focusing on UI improvements, sensor functionality, multiplayer considerations, game mechanics, VR, and the Kickstarter campaign. |
| 2024-03-17 | [12](https://www.youtube.com/watch?v=OS9v6ZpUato) | 4 hours, 25 minutes, 10 seconds | The creator is working on the UI for the game, with the Kickstarter launch being a day and 17 hours away. |
| 2024-03-19 | [13](https://www.youtube.com/watch?v=LJxojWgQUXk) | 0 hours, 15 minutes, 58 seconds | This video is a recording of the Kickstarter launch stream for the game Starship Simulator. |
| 2024-03-20 | [14](https://www.youtube.com/watch?v=tSR6vEc3pCM) | 3 hours, 04 minutes, 24 seconds | This is a development stream and Q&A for the game Starship Simulator. |
| 2024-03-25 | [15](https://www.youtube.com/watch?v=HZZcn4B9Y7M) | 5 hours, 00 minutes, 03 seconds | This is a Q&A stream about the Starship Simulator game, where the developer answers numerous questions from the chat. |
| 2024-03-27 | [16](https://www.youtube.com/watch?v=dpnjnqxt8j0) | 3 hours, 08 minutes, 24 seconds | This is a Q&A and development stream for the game Starship Simulator. |
2024 Q2
| Date | Video Link | Video Length | Description of Work |
|---|---|---|---|
| 2024-04-17 | [17](https://www.youtube.com/watch?v=sxky-sdPkYg) | 2 hours, 02 minutes, 55 seconds | This is a development stream focusing on 3D modeling of a new ship interior, specifically the bridge and its various stations. |
| 2024-04-17 | [18](https://www.youtube.com/watch?v=M0LqLt4E-Lk) | 2 hours, 01 minutes, 42 seconds | This is a development stream continuing the 3D modeling of a new ship interior, focusing on further detailing of the bridge. |
| 2024-04-19 | [19](https://www.youtube.com/watch?v=oBlNu3Jp1gg) | 2 hours, 03 minutes, 04 seconds | This is a development stream focusing on refining the 3D model of the new ship's bridge interior. |
| 2024-04-21 | [20](https://www.youtube.com/watch?v=e7SHD4CaIjQ) | 2 hours, 01 minutes, 56 seconds | This is a development stream continuing work on the 3D modeling of the new ship's bridge, including further detailing and adjustments. |
| 2024-04-24 | [21](https://www.youtube.com/watch?v=4pEqFvz_hHg) | 2 hours, 17 minutes, 16 seconds | This is a development stream discussing a new microphone, a second Steam package for dev builds, and various aspects of the game like the sensor UI, medical gameplay, and ship design. |
| 2024-04-28 | [22](https://www.youtube.com/watch?v=rRjtQnMd71c) | 2 hours, 41 minutes, 24 seconds | This is a development stream covering nanite tessellation, a new lighting system, world geometry alignment, collision issues, and reactor room lighting. |
| 2024-05-01 | [23](https://www.youtube.com/watch?v=3q-agBIqlw0) | 2 hours, 24 minutes, 42 seconds | This is a development stream focusing on the Unreal Engine 5.4 update, the implementation of 3D carpet, C deck development, and the modular design of the ship. |
| 2024-05-05 | [24](https://www.youtube.com/watch?v=1b6HYAQRiP0) | 2 hours, 35 minutes, 43 seconds | This is a development stream about the creation of C deck, including the design of science labs, storage areas, and airlocks. |
| 2024-05-08 | [25](https://www.youtube.com/watch?v=EuoP23_OhLM) | 3 hours, 19 minutes, 30 seconds | Starship Simulator - Template work for C deck and various ship mechanics and features. |
| 2024-05-12 | [26](https://www.youtube.com/watch?v=ngMOB4IQOKU) | 2 hours, 51 minutes, 43 seconds | Starship Simulator - Working on the rear portion of C deck of a starship. |
| 2024-05-15 | [27](https://www.youtube.com/watch?v=QKPS5RoWxMo) | 3 hours, 20 minutes, 35 seconds | Starship Simulator - Dev Stream |
| 2024-05-19 | [28](https://www.youtube.com/watch?v=aF57Vb22e-0) | 3 hours, 50 minutes, 12 seconds | Starship Simulator - Dev Stream |
| 2024-05-22 | [29](https://www.youtube.com/watch?v=SrmwVtaKaLA) | 2 hours, 46 minutes, 23 seconds | Starship Simulator - Dev Stream |
| 2024-05-26 | [30](https://www.youtube.com/watch?v=M2SI1h9Iauo) | 4 hours, 28 minutes, 43 seconds | Starship Simulator - Dev Stream |
| 2024-05-29 | [31](https://www.youtube.com/watch?v=Wg_nuoKjRs4) | 3 hours, 44 minutes, 05 seconds | Starship Simulator - Dev Stream |
2024 Q3
| Date | Video Link | Video Length | Description of Work |
|---|---|---|---|
| 2024-06-02 | [32](https://www.youtube.com/watch?v=HoJGrWHtT5U) | 3 hours, 12 minutes, 33 seconds | Starship Simulator - Testing stream with community |
| 2024-06-05 | [33](https://www.youtube.com/watch?v=_Lqv4ZoNVyE) | 3 hours, 36 minutes, 36 seconds | Starship Simulator - Bug fixing and feature implementation |
| 2024-06-09 | [34](https://www.youtube.com/watch?v=lRIHB32C1xs) | 3 hours, 43 minutes, 03 seconds | Starship Simulator - Working on C Deck and general development |
| 2024-06-16 | [35](https://www.youtube.com/watch?v=dE5Wkx5IASw) | 3 hours, 55 minutes, 48 seconds | Starship Simulator - Development stream |
| 2024-06-19 | [36](https://www.youtube.com/watch?v=-Y5NASdmNMU) | 3 hours, 45 minutes, 05 seconds | Starship Simulator - Playtesting with community |
| 2024-06-23 | [37](https://www.youtube.com/watch?v=_K3f4V8EF9Y) | 3 hours, 51 minutes, 57 seconds | Starship Simulator - Working on gameplay and features |
| 2024-06-27 | [38](https://www.youtube.com/watch?v=uPAQ_BdUBx8) | 3 hours, 31 minutes, 04 seconds | Starship Simulator - Interior design and development |
| 2024-06-30 | [39](https://www.youtube.com/watch?v=4MYPaFmg4gg) | 3 hours, 56 minutes, 56 seconds | Starship Simulator - Development and Q&A |
| 2024-07-03 | [40](https://www.youtube.com/watch?v=PigDFzb_q9g) | 3 hours, 54 minutes, 56 seconds | Starship Simulator - Working on ship systems |
| 2024-07-07 | [41](https://www.youtube.com/watch?v=N42NANFxF8g) | 4 hours, 23 minutes, 48 seconds | Starship Simulator - Community playtest and feedback |
| 2024-07-10 | [42](https://www.youtube.com/watch?v=Z4wyUJrufmE) | 3 hours, 56 minutes, 08 seconds | Starship Simulator - Focusing on game mechanics |
| 2024-07-17 | [43](https://www.youtube.com/watch?v=cgHcefp49Bc) | 5 hours, 18 minutes, 07 seconds | Starship Simulator - UI development and implementation |
| 2024-07-21 | [44](https://www.youtube.com/watch?v=69eO5Sj-R-A) | 2 hours, 18 minutes, 38 seconds | Starship Simulator - Working on planetary systems |
| 2024-07-24 | [45](https://www.youtube.com/watch?v=o0BOGNgjTWA) | 3 hours, 46 minutes, 53 seconds | Starship Simulator - Ship interior detailing |
| 2024-07-28 | [46](https://www.youtube.com/watch?v=HEv9K0FdLeM) | 3 hours, 23 minutes, 49 seconds | Starship Simulator - Gameplay testing and feedback |
| 2024-07-31 | [47](https://www.youtube.com/watch?v=Qk23FDPFP8E) | 3 hours, 24 minutes, 24 seconds | Starship Simulator - Focusing on engine systems |
| 2024-08-07 | [48](https://www.youtube.com/watch?v=zgFr5yygXXk) | 3 hours, 55 minutes, 30 seconds | Starship Simulator - Working on alien life and interactions |
| 2024-08-11 | [49](https://www.youtube.com/watch?v=GoNGrjvNUSY) | 2 hours, 50 minutes, 40 seconds | Starship Simulator - Development of mission systems |
| 2024-08-14 | [50](https://www.youtube.com/watch?v=WGo1HnMPGfg) | 3 hours, 11 minutes, 50 seconds | Starship Simulator - Implementing ship customization features |
| 2024-08-18 | [51](https://www.youtube.com/watch?v=sFsBLWfIXyg) | 4 hours, 39 minutes, 16 seconds | Starship Simulator - Bridge design and functionality |
| 2024-08-21 | [52](https://www.youtube.com/watch?v=sesebtSLNt4) | 3 hours, 46 minutes, 50 seconds | Starship Simulator - Working on the sensor UI |
| 2024-08-25 | [53](https://www.youtube.com/watch?v=I-DpKsiQqF0) | 4 hours, 14 minutes, 31 seconds | Starship Simulator - Developing medical gameplay |
| 2024-08-28 | [54](https://www.youtube.com/watch?v=AY8BX8cg08E) | 4 hours, 54 minutes, 11 seconds | Starship Simulator - Reactor room development |
2024 Q4
| Date | Video Link | Video Length | Description of Work |
|---|---|---|---|
| 2024-09-01 | [55](https://www.youtube.com/watch?v=_dqbmqXKSiw) | 3 hours, 38 minutes, 52 seconds | Starship Simulator - Nanite tessellation work |
| 2024-09-04 | [56](https://www.youtube.com/watch?v=LSMh20HG-5o) | 4 hours, 14 minutes, 21 seconds | Starship Simulator - New lighting system implementation |
| 2024-09-08 | [57](https://www.youtube.com/watch?v=epQDIQlRcJo) | 3 hours, 53 minutes, 30 seconds | Starship Simulator - World geometry alignment |
| 2024-09-11 | [58](https://www.youtube.com/watch?v=HQbUlVhtEk8) | 4 hours, 22 minutes, 32 seconds | Starship Simulator - Addressing collision issues |
| 2024-09-15 | [59](https://www.youtube.com/watch?v=ISrlRnxBefU) | 3 hours, 35 minutes, 36 seconds | Starship Simulator - Reactor room lighting |
| 2024-09-22 | [60](https://www.youtube.com/watch?v=dS0kIigWddI) | 5 hours, 19 minutes, 03 seconds | Starship Simulator - Unreal Engine 5.4 update |
| 2024-09-25 | [61](https://www.youtube.com/watch?v=AszAgntXGkA) | 4 hours, 33 minutes, 39 seconds | Starship Simulator - Implementation of 3D carpet |
| 2024-09-29 | [62](https://www.youtube.com/watch?v=guvueG6h0O8) | 2 hours, 36 minutes, 34 seconds | Starship Simulator - C deck development |
| 2024-09-29 | [63](https://www.youtube.com/watch?v=znuocbECLwk) | 1 hours, 18 minutes, 23 seconds | Starship Simulator - Modular ship design |
| 2024-10-02 | [64](https://www.youtube.com/watch?v=9oCRW5r9Eic) | 0 hours, 13 minutes, 30 seconds | Starship Simulator - Science lab design |
| 2024-10-02 | [65](https://www.youtube.com/watch?v=Bs1th0y5yNY) | 1 hours, 43 minutes, 55 seconds | Starship Simulator - Storage area design |
| 2024-10-02 | [66](https://www.youtube.com/watch?v=7qV8YqcbDCw) | 2 hours, 52 minutes, 22 seconds | Starship Simulator - Airlock implementation |
| 2024-10-06 | [67](https://www.youtube.com/watch?v=epeiDsw5HW0) | 3 hours, 54 minutes, 53 seconds | Starship Simulator - Template work for C deck |
| 2024-10-09 | [68](https://www.youtube.com/watch?v=t2Kj8xhHiOc) | 4 hours, 06 minutes, 01 seconds | Starship Simulator - Discussing new team members |
| 2024-10-13 | [69](https://www.youtube.com/watch?v=00J4y3mG5QU) | 4 hours, 26 minutes, 58 seconds | Starship Simulator - Working on ship mechanics |
| 2024-10-16 | [70](https://www.youtube.com/watch?v=JQGe_H0uQSs) | 4 hours, 50 minutes, 15 seconds | Starship Simulator - Implementing new game features |
| 2024-10-20 | [71](https://www.youtube.com/watch?v=hZxDDp7atIQ) | 4 hours, 03 minutes, 02 seconds | Starship Simulator - Rear portion of C deck development |
| 2024-10-23 | [72](https://www.youtube.com/watch?v=QZdhZgqm_Jg) | 4 hours, 03 minutes, 30 seconds | Starship Simulator - Continued work on C deck |
| 2024-10-28 | [73](https://www.youtube.com/watch?v=MAzCrBCvAFM) | 3 hours, 31 minutes, 42 seconds | Starship Simulator - Further detailing of ship interiors |
| 2024-10-30 | [74](https://www.youtube.com/watch?v=WiXvY8Oo_lY) | 4 hours, 47 minutes, 58 seconds | Starship Simulator - Bug fixing and optimization |
| 2024-11-03 | [75](https://www.youtube.com/watch?v=6eOjNZNutzE) | 3 hours, 23 minutes, 04 seconds | Starship Simulator - Implementing new UI elements |
| 2024-11-06 | [76](https://www.youtube.com/watch?v=Np75e6PTt0c) | 4 hours, 12 minutes, 49 seconds | Starship Simulator - Working on multiplayer features |
| 2024-11-10 | [77](https://www.youtube.com/watch?v=6WL7bpwEZqY) | 3 hours, 42 minutes, 44 seconds | Starship Simulator - Developing alien encounters |
| 2024-11-13 | [78](https://www.youtube.com/watch?v=MssisqjJzmQ) | 3 hours, 56 minutes, 33 seconds | Starship Simulator - Procedural generation improvements |
| 2024-11-20 | [79](https://www.youtube.com/watch?v=lBzD2w7r318) | 3 hours, 30 minutes, 57 seconds | Starship Simulator - Planning DLC content |
| 2024-11-24 | [80](https://www.youtube.com/watch?v=USmxtXX4WWE) | 3 hours, 38 minutes, 48 seconds | Starship Simulator - Hologram planet on the bridge |
| 2024-11-27 | [81](https://www.youtube.com/watch?v=DYEMtGRbGbQ) | 4 hours, 11 minutes, 17 seconds | Starship Simulator - Hologram planet improvements |
| 2024-12-01 | [82](https://www.youtube.com/watch?v=QzM65wZyDYk) | 4 hours, 23 minutes, 14 seconds | Starship Simulator - Sensor UI improvements |
| 2024-12-04 | [83](https://www.youtube.com/watch?v=nJuoHDmRC-M) | 4 hours, 14 minutes, 28 seconds | Starship Simulator - Further multiplayer functionality |
| 2024-12-08 | [84](https://www.youtube.com/watch?v=BQWtKS0vfzo) | 4 hours, 21 minutes, 52 seconds | Starship Simulator - UI design challenges |
| 2024-12-11 | [85](https://www.youtube.com/watch?v=zBs_hgtmTwc) | 4 hours, 23 minutes, 12 seconds | Starship Simulator - New game features and content |
| 2024-12-15 | [86](https://www.youtube.com/watch?v=g91IxNgT3ow) | 3 hours, 33 minutes, 01 seconds | Starship Simulator - Technical details and development |
| 2024-12-22 | [87](https://www.youtube.com/watch?v=0XfBffP6m20) | 4 hours, 06 minutes, 30 seconds | Starship Simulator - Future development plans |
| 2024-12-29 | [88](https://www.youtube.com/watch?v=4-c7bcQLA4c) | 3 hours, 39 minutes, 16 seconds | Starship Simulator - UI improvements and sensor functionality |
2025 Q1
| Date | Video Link | Video Length | Description of Work |
|---|---|---|---|
| 2025-01-01 | [89](https://www.youtube.com/watch?v=BEVzt2VFCgA) | 3 hours, 52 minutes, 30 seconds | Starship Simulator - Multiplayer considerations |
| 2025-01-05 | [90](https://www.youtube.com/watch?v=o-_QGR3FTdw) | 3 hours, 36 minutes, 39 seconds | Starship Simulator - Game mechanics and VR |
| 2025-01-08 | [91](https://www.youtube.com/watch?v=ly5QMAY5UDc) | 3 hours, 26 minutes, 11 seconds | Starship Simulator - Discussing the Kickstarter campaign |
| 2025-01-12 | [92](https://www.youtube.com/watch?v=3irRQhqHdtE) | 5 hours, 10 minutes, 12 seconds | Starship Simulator - Working on the game UI |
| 2025-01-16 | [93](https://www.youtube.com/watch?v=jedJNbjOlmE) | 2 hours, 49 minutes, 05 seconds | Starship Simulator - Preparing for Kickstarter launch |
| 2025-01-19 | [94](https://www.youtube.com/watch?v=ZtpldWPd19A) | 2 hours, 37 minutes, 21 seconds | Starship Simulator - Final preparations before launch |
| 2025-01-22 | [95](https://www.youtube.com/watch?v=7Er_jsr4WFQ) | 0 Hours, 36 minutes, 54 seconds | Starship Simulator - Post-Kickstarter Q&A |
| 2025-01-22 | [96](https://www.youtube.com/watch?v=uq1R9hH6JhM) | 3 hours, 27 minutes, 12 seconds | Starship Simulator - Development update after Kickstarter |
| 2025-01-26 | [97](https://www.youtube.com/watch?v=aTn4QFNlLZY) | 3 hours, 11 minutes, 11 seconds | Starship Simulator - Community interaction and feedback |
| 2025-01-29 | [98](https://www.youtube.com/watch?v=XQ_9Y-qv_Wc) | 4 hours, 07 minutes, 35 seconds | Starship Simulator - Working on core game systems |
| 2025-02-02 | [99](https://www.youtube.com/watch?v=xptp6vxXRT8) | 4 hours, 22 minutes, 18 seconds | Starship Simulator - Focusing on ship exterior |
| 2025-02-05 | [100](https://www.youtube.com/watch?v=kXYdKRpQd2U) | 4 hours, 47 minutes, 28 seconds | Starship Simulator - Refining structural framework |
| 2025-02-09 | [101](https://www.youtube.com/watch?v=x-l4pIyBQ_8) | 4 hours, 41 minutes, 29 seconds | Starship Simulator - Drone Bay area modifications |
| 2025-03-05 | [102](https://www.youtube.com/watch?v=d8GJioDYXf4) | 4 hours, 06 minutes, 58 seconds | Starship Simulator - Geometry cleanup |
| 2025-03-09 | [103](https://www.youtube.com/watch?v=XUXSC1uZV_s) | 4 hours, 13 minutes, 18 seconds | Starship Simulator - C deck modifications |
| 2025-03-12 | [104](https://www.youtube.com/watch?v=-Ehk-BPHVkY) | 4 hours, 15 minutes, 41 seconds | Starship Simulator - Panel sizing consistency |
| 2025-03-16 | [105](https://www.youtube.com/watch?v=2G_-cJ9yNbA) | 4 hours, 18 minutes, 38 seconds | Starship Simulator - SketchUp to Unreal Engine workflow |
| 2025-03-19 | [106](https://www.youtube.com/watch?v=SjJ1B7KNJAU) | 4 hours, 37 minutes, 16 seconds | Starship Simulator - Internal design rules |
| 2025-03-23 | [107](https://www.youtube.com/watch?v=XKpKJZ2eeMw) | 4 hours, 15 minutes, 16 seconds | Starship Simulator - Science labs and astrometrics planning |
| 2025-03-26 | [108](https://www.youtube.com/watch?v=BlNVo_NPIKU) | 4 hours, 56 minutes, 11 seconds | Starship Simulator - Ship framework development |
| 2025-03-30 | [109](https://www.youtube.com/watch?v=EeA1Pq2sl1g) | 5 hours, 23 minutes, 11 seconds | Starship Simulator - Interior design work |
2025 Q2
| Date | Video Link | Video Length | Description of Work |
|---|---|---|---|
| 2025-04-02 | [110](https://www.youtube.com/watch?v=SW_txxTvWKY) | 4 hours, 46 minutes, 47 seconds | Starship Simulator - Game mechanics implementation |
| 2025-04-06 | [111](https://www.youtube.com/watch?v=rfNzBJg4gIs) | 3 hours, 48 minutes, 01 seconds | Starship Simulator - Damage and air pressure systems |
| 2025-04-09 | [112](https://www.youtube.com/watch?v=zAvx1ZfvSDQ) | 4 hours, 06 minutes, 39 seconds | Starship Simulator - Ship customization features |
| 2025-04-13 | [113](https://www.youtube.com/watch?v=eaRNeOK6jLA) | 3 hours, 54 minutes, 47 seconds | Starship Simulator - New sensor UI development |
| 2025-04-16 | [114](https://www.youtube.com/watch?v=6HHSoX2H42o) | 4 hours, 08 minutes, 12 seconds | Starship Simulator - GPS and sensor modes |
| 2025-04-20 | [115](https://www.youtube.com/watch?v=HsLBTeCkfIc) | 2 hours, 58 minutes, 32 seconds | Starship Simulator - Bridge design work |
| 2025-04-23 | [116](https://www.youtube.com/watch?v=68hlCwxclPY) | 4 hours, 16 minutes, 11 seconds | Starship Simulator - Planetary exploration planning |
| 2025-04-30 | [117](https://www.youtube.com/watch?v=RFZj3v_qWjo) | 4 hours, 37 minutes, 27 seconds | Starship Simulator - Ship dimensions discussion |
| 2025-05-04 | [118](https://www.youtube.com/watch?v=4UCZ468ebf4) | 3 hours, 45 minutes, 38 seconds | Starship Simulator - UI fixes and refinements |
| 2025-05-07 | [119](https://www.youtube.com/watch?v=ww6zkl5Tg7A) | 3 hours, 47 minutes, 00 seconds | Starship Simulator - Bug Fixes and Reactor room panels |
| 2025-05-11 | [120](https://www.youtube.com/watch?v=vWu94k4X4AI) | 3 hours, 57 minutes, 46 seconds | Starship Simulator - Bug fixes and Prep for Demo update |
| 2025-05-14 | [121](https://www.youtube.com/watch?v=P2RCjAw2iMU) | 4 hours, 00 minutes, 31 seconds | Starship Simulator - Bug Fixes and Prep for Demo update |
| 2025-05-18 | [122](https://www.youtube.com/watch?v=2DX69HhROCI) | 4 hours, 12 minutes, 01 seconds | Starship Simulator - Bug Fixes and Lift Doors |
| 2025-05-21 | [123](https://www.youtube.com/watch?v=fbttWmc2kj0) | 3 hours, 55 minutes, 45 seconds | Starship Simulator - Bug Fixes, Bugs; #1558, #1711, #1755, #1679, #1807, #1787, #1847 #1658 |
| 2025-05-28 | [124](https://www.youtube.com/watch?v=9g59sPfFRWo) | 4 hours, 31 minutes, 10 seconds | Starship Simulator - Bug Fixes, - Bugs; #1818 (fixing incorrect scan data on manually added planets) |
| 2025-06-01 | [125](https://www.youtube.com/watch?v=k6omIDyfkhU) | 4 hours, 45 minutes, 20 seconds | Starship Simulator Sunday Funday - Creating a Chess Set and implement into game |
| 2025-06-04 | [126](https://www.youtube.com/watch?v=ovCXY2dwPXs) | 2 hours, 58 minutes, 24 seconds | Starship Simulator - Bugs fixes and starting on the holoprojector Interactions |
| 2025-06-08 | [127](https://www.youtube.com/watch?v=2xBLh7S-pfM) | 3 hours, 26 minutes, 18 seconds | Starship Simulator Sunday Funday - Creating a Organic 3d Printer and implement into game |
| 2025-06-11 | [128](https://www.youtube.com/watch?v=-bniziYa2hs) | 4 hours, 07 minutes, 56 seconds | Starship Simulator - Bugs fixes and updates to Holoproector and rings on gas giants on Sol System |
| 2025-06-16 | [129](https://www.youtube.com/watch?v=NpaSRQPKKrY) | 4 hours, 31 minutes, 35 seconds | Starship Simulator |
| 2025-06-19 | [130](https://www.youtube.com/watch?v=bvn4w6W2Vd4) | 4 hours, 32 minutes, 16 seconds | Starship Simulator - Created a Central Ceiling Window and started building Holo Projector Hardware in Bridge |
| 2025-06-22 | [131](https://www.youtube.com/watch?v=zYwQytjhNNA) | 4 hours, 13 minutes, 35 seconds | Starship Simulator Sunday Funday - Adding the Beginnings of Issuesing Commands |
| 2025-06-25 | [132](https://www.youtube.com/watch?v=3f7lWr5frlk) | 4 hours, 20 minutes, 49 seconds | Starship Simulator - Continuation of Bridge commands |
| 2025-06-29 | [133](https://www.youtube.com/watch?v=ZbDDMrL3LIc) | 4 hours, 24 minutes, 20 seconds | Starship Simulator Sunday Funday - New Series Building a new Starship: Part 1 |
2025 Q3
| Date | Video Link | Video Length | Description of Work |
|---|---|---|---|
| 2025-07-02 | [134](https://www.youtube.com/watch?v=GJfl57rHL8o) | 4 hours, 01 minutes, 21 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 2 |
| 2025-07-06 | [135](https://www.youtube.com/watch?v=Kj-3G5Byb9I) | 4 hours, 05 minutes, 41 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 3 |
| 2025-07-13 | [136](https://www.youtube.com/watch?v=m-QXNH5YK9U) | 4 hours, 17 minutes, 51 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 4 |
| 2025-07-16 | [137](https://www.youtube.com/watch?v=JQM3e4IwBKc) | 4 hours, 26 minutes, 47 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 5 |
| 2025-07-20 | [138](https://www.youtube.com/watch?v=l_EpdpbVKnQ) | 4 hours, 04 minutes, 19 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 6 |
| 2025-07-23 | [139](https://www.youtube.com/watch?v=zjCw-8Ryj3s) | 3 hours, 56 minutes, 42 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 7 |
| 2025-07-27 | [140](https://www.youtube.com/watch?v=8xmnxXk_ISM) | 4 hours, 55 minutes, 52 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 8 |
| 2025-07-30 | [141](https://www.youtube.com/watch?v=ZoApe9xMBpQ) | 3 hours, 54 minutes, 27 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 9 |
| 2025-08-03 | [142](https://www.youtube.com/watch?v=2-DFf-Lv1lI) | 4 hours, 01 minutes, 01 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 10 |
| 2025-08-06 | [143](https://www.youtube.com/watch?v=T2lQA2nsS_c) | 4 hours, 23 minutes, 18 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 11 |
| 2025-08-10 | [144](https://www.youtube.com/watch?v=OOqhfDbOssE) | 4 hours, 08 minutes, 07 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 12 |
| 2025-08-13 | [145](https://www.youtube.com/watch?v=4TP6mDYU_G0) | 4 hours, 07 minutes, 13 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 13 |
| 2025-08-17 | [146](https://www.youtube.com/watch?v=ql37m2Pahks) | 4 hours, 07 minutes, 10 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 14 |
| 2025-08-20 | [147](https://www.youtube.com/watch?v=7HeEqpU9pK0) | 4 hours, 31 minutes, 25 seconds | Starship Simulator - Adding White Dwafts |
| 2025-08-24 | [148](https://www.youtube.com/watch?v=lEZYfRGSGuw) | 4 hours, 21 minutes, 16 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 15 |
| 2025-08-27 | [149](https://www.youtube.com/watch?v=OMiHT361usg) | 3 hours, 11 minutes, 28 seconds | Starship Simulator - Adding new ceiling panels to F/G decks |
| 2025-08-31 | [150](https://www.youtube.com/watch?v=AId0-gpR7uE) | 4 hours, 12 minutes, 21 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 16 |
| 2025-09-04 | [151](https://www.youtube.com/watch?v=axF8dSQCYjg) | 3 hours, 08 minutes, 49 seconds | Starship Simulator - More Ceiling panels |
| 2025-09-07 | [152](https://www.youtube.com/watch?v=_JwL_XKiCQ4) | 4 hours, 21 minutes, 41 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 17 |
| 2025-09-10 | [153](https://www.youtube.com/watch?v=tToQ1qKYcwc) | 4 hours, 19 minutes, 24 seconds | Starship Simulator - Grow Lights |
| 2025-09-14 | [154](https://www.youtube.com/watch?v=wPCV93fummU) | 4 hours, 03 minutes, 11 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 18 |
| 2025-09-17 | [155](https://www.youtube.com/watch?v=NtEyThjJtEQ) | 4 hours, 11 minutes, 41 seconds | Starship Simulator - UI Updates |
| 2025-09-21 | [156](https://www.youtube.com/watch?v=eC3DKUr4s0U) | 4 hours, 13 minutes, 05 seconds | Starship Simulator - Continuation of Building new ship (The Caravella): Part 19 |
| 2025-09-24 | [157](https://www.youtube.com/watch?v=W50IIzVPsNA) | 4 hours, 14 minutes, 02 seconds | Starship Simulator - Dev Stream - Settings choices & UI |
2025 Q4
| Date | Video Link | Video Length | Description of Work | |||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025-10-01 | [158](https://www.youtube.com/watch?v=LYKNVjzfPmg) | 4 hours, 07 minutes, 21 seconds |
Starship Simulator - Building A Starship From Scratch - Part 20
| |||||||||||||||||||||||||||||
| 2025-10-05 | [159](https://www.youtube.com/watch?v=upHOcByqRwE) | 4 hours, 02 minutes, 28 seconds |
Starship Simulator - Building A Starship From Scratch - Part 21
| |||||||||||||||||||||||||||||
| 2025-10-09 | [160](https://www.youtube.com/watch?v=Q8LL6_P5Sus) | 4 hours, 05 minutes, 00 second |
Starship Simulator - Building The Magellan Class - Part 1 (ish). VIP Suites
| |||||||||||||||||||||||||||||
| 2025-10-12 | [161](https://www.youtube.com/watch?v=jdbNgrVY5f4) | 4 hours, 07 minutes, 59 seconds |
Starship Simulator - Building A Starship From Scratch - Part 22
| |||||||||||||||||||||||||||||
| 2025-10-15 | [162](https://www.youtube.com/watch?v=GDcopb4IJSg) | 4 hours, 20 minutes, 25 seconds |
Starship Simulator - Building The Magellan Class - Part 2
| |||||||||||||||||||||||||||||
| 2025-10-19 | [163](https://www.youtube.com/watch?v=fYx9eLgrCVo) | 3 hours, 56 minutes, 49 seconds |
Starship Simulator - Building A Starship From Scratch - Part 23
| |||||||||||||||||||||||||||||
| 2025-10-22 | [164](https://www.youtube.com/watch?v=8DTtNP9_Mss) | 4 hours, 01 minute, 40 seconds |
Starship Simulator - Building The Magellan Class - Part 3
| |||||||||||||||||||||||||||||
| 2025-10-29 | [165](https://www.youtube.com/watch?v=HjWdgfd_mjs) | 4 hours, 20 minutes, 14 seconds |
Starship Simulator - Dev Stream - Experimenting With Shuttles
| |||||||||||||||||||||||||||||
| 2025-11-02 | [166](https://www.youtube.com/watch?v=assuEqdcpFk) | 4 hours, 06 minutes, 06 seconds |
Starship Simulator - Building A Starship From Scratch - Part 24
| |||||||||||||||||||||||||||||
| 2025-11-09 | [167](https://www.youtube.com/watch?v=bnm9omnwo4w) | 3 hours, 51 minutes, 24 seconds |
Starship Simulator - Building A Starship From Scratch - Part 25 - Infrastructure
| |||||||||||||||||||||||||||||
| 2025-11-12 | [168](https://www.youtube.com/watch?v=nCeJVNo6p44) | 3 hours, 56 minutes, 06 seconds |
Starship Simulator - Building The Magellan Class - Part 4
| |||||||||||||||||||||||||||||
| 2025-11-14 | [169](https://www.youtube.com/watch?v=JH3Dij4UxCk) | 4 hours, 8 minutes, 37 seconds |
Starship Simulator - Random Friday - NPCs
| |||||||||||||||||||||||||||||
| 2025-11-16 | [170](https://www.youtube.com/watch?v=5D9WwrF_C8Y) | 3 hours, 52 minutes, 10 seconds |
Starship Simulator - Building A Starship From Scratch - Part 26 - Cabling
| |||||||||||||||||||||||||||||
| 2025-11-19 | [171](https://www.youtube.com/watch?v=882OZFfyqig) | 4 hours, 12 minutes, 43 seconds |
Starship Simulator - Building The Magellan Class - Part 5
| |||||||||||||||||||||||||||||
| 2025-11-21 | [172](https://www.youtube.com/watch?v=-0jGwUELfIM) | 4 hours, 0 minutes, 12 seconds |
Starship Simulator - Random Friday! Crew Rosters
| |||||||||||||||||||||||||||||
| 2025-11-23 | [173](https://www.youtube.com/watch?v=e4uQ3vEn5P8) | 3 hours, 55 minutes, 27 seconds |
Starship Simulator - Building A Starship From Scratch - Part 27 - Crew Cabins
| |||||||||||||||||||||||||||||
| 2025-11-26 | [174](https://www.youtube.com/watch?v=7TRYwbjriW8) | 3 hours, 58 minutes, 31 seconds |
Starship Simulator - Building The Magellan Class - Part 6
| |||||||||||||||||||||||||||||
| 2025-11-28 | [175](https://www.youtube.com/watch?v=O-LBImMiaY0) | 3 hours, 50 minutes, 22 seconds |
Starship Simulator - Random Friday! Star System Designer
| |||||||||||||||||||||||||||||
| 2025-11-30 | [176](https://www.youtube.com/watch?v=zjSGkPZIbs0) | 3 hours, 55 minutes, 38 seconds |
Starship Simulator - Building A Starship From Scratch - Part 28 - Crew Cabins
| |||||||||||||||||||||||||||||
| 2025-12-03 | [177](https://www.youtube.com/watch?v=BG1_kmaW8Ew) | 4 hours, 0 minutes, 12 seconds |
Starship Simulator - Building The Magellan Class - Part 7
| |||||||||||||||||||||||||||||
| 2025-12-06 | [178](https://www.youtube.com/watch?v=0n3DCsmZ99U) | 3 hours, 50 minutes, 16 seconds |
Starship Simulator - Random F̶r̶i̶d̶a̶y̶ Saturday! (Planetary Landings)
| |||||||||||||||||||||||||||||
| 2025-12-07 | [179](https://www.youtube.com/watch?v=d73np7fS2og) | 3 hours, 51 minutes, 54 seconds |
Starship Simulator - Building A Starship From Scratch - Part 29 - Hardware
| |||||||||||||||||||||||||||||
| 2025-12-12 | [180](https://www.youtube.com/watch?v=1lMms_DZv2g) | 5 hours, 34 minutes, 18 seconds |
Starship Simulator - Random Friday! (Planetary Surfaces)
| |||||||||||||||||||||||||||||
| 2025-12-14 | [181](https://www.youtube.com/watch?v=4xTsb71WUdw) | 4 hours, 07 minutes, 06 seconds |
Starship Simulator - Building A Starship From Scratch - Part 30 - RCS Hardware
| |||||||||||||||||||||||||||||
| 2025-12-17 | [182](https://www.youtube.com/watch?v=vf9UrXaDvQg) | 3 hours, 53 minutes, 42 seconds |
Starship Simulator - Building The Magellan Class - Part 8 - Bridge Alcoves
| |||||||||||||||||||||||||||||
| 2025-12-19 | [183](https://www.youtube.com/watch?v=zK-bJuEeg14) | 4 hours, 29 minutes, 01 seconds |
Starship Simulator - Random Friday! (Dynamic object spawning)
| |||||||||||||||||||||||||||||
| 2024-12-21 | [184](https://www.youtube.com/watch?v=34liMv8Qjbk) | 3 hours, 59 minutes, 13 seconds |
Starship Simulator - Building A Starship From Scratch - Part 31 - Sublight Flight
| |||||||||||||||||||||||||||||
| 2025-12-27 | [185](https://www.youtube.com/watch?v=ITOzpTxKAJg) | 24 hours, 04 minutes, 00 seconds* |
Starship Simulator - 24 Hour Charity Dev Stream!
| |||||||||||||||||||||||||||||
2026 Q1
| Date | Video Link | Video Length | Description of Work | |||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026-01-02 | [186](https://www.youtube.com/watch?v=Q3RVRrtXlKI) | 3 hours, 59 minutes, 24 seconds |
Starship Simulator - Random Friday! - Dynamic NPC Tasks
| |||||||||||||||||||||||||||||
| 2026-01-04 | [187](https://www.youtube.com/watch?v=N3eA6zvGEIo) | 4 hours, 6 minutes, 53 seconds |
Starship Simulator - Building A Starship From Scratch - Part 32 - Sublight Flight
| |||||||||||||||||||||||||||||
| 2026-01-07 | [188](https://www.youtube.com/watch?v=tjDHPXvklWE) | 3 hours, 58 minutes, 58 seconds |
Starship Simulator - Building The Magellan Class - Part 9 - NPC Repair
| |||||||||||||||||||||||||||||
| 2026-01-09 | [189](https://www.youtube.com/watch?v=RdTTJkEPeyg) | 3 hours, 49 minutes, 36 seconds |
Starship Simulator - Random Friday! - NPC Prop Handling
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| 2026-01-11 | [190](https://www.youtube.com/watch?v=jfS2WRXzezI) | 3 hours, 54 minutes, 51 seconds |
Starship Simulator - Building A Starship From Scratch - Part 33 - Electrics
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| 2026-01-14 | [191](https://www.youtube.com/watch?v=WXMwsuzagSA) | 3 hours, 51 minutes, 42 seconds |
Starship Simulator - Building The Magellan Class - Part 10 - Storage
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| 2026-01-16 | [192](https://www.youtube.com/watch?v=ft7RoN2FW_M) | 4 hours, 6 minutes, 35 seconds |
Starship Simulator - Random Friday! - Comms Gameplay
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| 2026-01-18 | [193](https://www.youtube.com/watch?v=nsQSN9u6ZZ8) | 3 hours, 40 minutes, 37 seconds |
Starship Simulator - Building A Starship From Scratch - Part 34 - Electrics
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| 2026-01-21 | [194](https://www.youtube.com/watch?v=1BR_bRl8Uns) | 4 hours, 5 minutes, 17 seconds |
Starship Simulator - Building The Magellan Class - Part 11 - Bridge Interior Polish
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| 2026-01-23 | [195](https://www.youtube.com/watch?v=TtlxR2nF_NI) | 4 hours, 31 minutes, 31 seconds |
Starship Simulator - Random Friday! - Ship/Crew Task Management
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| 2026-01-25 | [196](https://www.youtube.com/watch?v=TRpeW2hGMEU) | 3 hours, 58 minutes, 30 seconds |
Starship Simulator - Building A Starship From Scratch - Part 35 - Moar Electrics
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| 2026-01-28 | [197](https://www.youtube.com/watch?v=2dE92S8C9Gc) | 4 hours, 25 minutes, 4 seconds |
Starship Simulator - Building The Magellan Class - Part 12 - Probes and Cargo Handling
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| 2026-01-30 | [198](https://www.youtube.com/watch?v=TinDBJsQdcc) | 4 hours, 3 minutes, 15 seconds |
Starship Simulator - Random Friday! - More Ship/Crew Task Management
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| 2026-02-01 | [199](https://www.youtube.com/watch?v=8NHeJNN7anM) | 2 hours, 45 minutes, 26 seconds |
Starship Simulator - Building A Starship From Scratch - Part 36 - Bridge Systems
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| 2026-02-01 | [200](https://www.youtube.com/watch?v=2ZSDrlkBlCQ) | 1 hour, 20 minutes, 10 seconds |
Starship Simulator - Building A Starship From Scratch - Part 36 - Bridge Systems (Part 2)
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| 2026-02-04 | [201](https://www.youtube.com/watch?v=zS6GwQKLfwo) | 3 hours, 44 minutes, 44 seconds |
Starship Simulator - Building The Magellan Class - Part 13 - Science Labs
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| 2026-02-06 | [202](https://www.youtube.com/watch?v=krDwQIrR2xE) | 4 hours, 3 minutes, 18 seconds |
Starship Simulator - Random Friday! - More NPC Task/Actions Stuff
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| 2026-02-08 | [203](https://www.youtube.com/watch?v=FVaWbl5W3O4) | 3 hours, 58 minutes, 09 seconds |
Starship Simulator - Building A Starship From Scratch - Part 37 - Bridge Design
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| 2026-02-1 | [204](https://www.youtube.com/watch?v=9wj1AhUKrbQ) | 4 hours, 5 minutes, 55 seconds |
Starship Simulator - Building The Magellan Class - Part 14 - Probe Logic & Science Samples
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| 2026-02-20 | [205](https://www.youtube.com/watch?v=7dvPO6B9-ik) | 4 hours, 30 minutes, 27 seconds |
Starship Simulator - Random Friday! - Radial Menu & New Chat System
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| 2026-02-22 | [206](https://www.youtube.com/watch?v=3ycnYwVdoDI) | 4 hours, 13 minutes, 43 seconds |
Starship Simulator - Random Sunday! - Radial Menu & New Chat System
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| 2026-02-27 | [207](https://www.youtube.com/watch?v=A1CCiABOw4c) | 4 hours, 6 minutes, 44 seconds |
Starship Simulator - Random Friday! - More Radial Menu Work
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| 2026-03-04 | [208](https://www.youtube.com/watch?v=--JI7FVG508) | 3 hours, 52 minutes, 27 seconds |
Starship Simulator - Random Wednesday! - More Radial Menu & NPC Task Stuff
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| 2026-03-06 | [209](https://www.youtube.com/watch?v=0uJrc12SiWo) | 3 hours, 58 minutes, 26 seconds |
Starship Simulator - Random Friday! - Making shipwide orders more persistent
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| 2026-03-08 | [210](https://www.youtube.com/watch?v=nrqebtxpfJc) | 3 hours, 59 minutes, 59 seconds | Starship Simulator - Random Sunday! - More work on shipwide orders
<dive><Dive> | |||||||||||||||||||||||||||||
| 2026-03-11 | [[211](https://www.youtube.com/watch?v=cG8xr85viNM)] | 4 hours, 06 minutes, 52 seconds |
Starship Simulator - Random Wednesday! - More work on shipwide orders
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| 2026-03-13 | [212](https://www.youtube.com/live/ZtcwbiN_VLM?si=BPjfPHv8sY9K4TrV) | 3 hours, 58 minutes, 40 seconds |
Starship Simulator - Random Friday! - More work on shipwide orders
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