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
The data below is being created and is not all accurate.
| Total Dev Streams |
Total Play Time
|
| 213 |
828 hours, 40 minutes, 08 seconds
|
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
Dev Streams List for the year 2023 (Click to Expand/Collapse)
| 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- reactor systems and the cold start tutorial
Summary This early dev stream focused on the technical foundations of the reactor systems and the cold start tutorial. Dan worked on the cabling logic, voltage distribution, and cryogenics/coolant flow required to bring the ship online from a "cold and dark" state. The stream also included a deep dive into the development roadmap, detailing plans for procedural alien life, realistic ship construction blocks, and future DLC single-player campaigns.
|
| Highlight |
timestamps
|
| Introduction to the cold start reactor tutorial logic |
00:07:03
|
| Demonstrating cryo room valve mechanics and helium flow |
00:16:52
|
| Explaining realistic ship construction using "blocks" |
00:27:37
|
| Discussion on the linguistics lab and alien language translation |
00:39:54
|
| Visual breakdown of the gas giant refueling mechanics |
00:59:11
|
| Implementing custom light source culling for optimization |
01:30:41
|
|
| 2023-10-05 |
[2](https://www.youtube.com/watch?v=btiDgL6aCbo) |
3 hours, 56 minutes, 23 seconds |
Starship Simulator - tutorial highlights
Summary In this session, Dan focused heavily on the manual implementation of tutorial highlights and logic for the "Cold and Dark" ship startup sequence. The stream covers the technical challenges of working with Unreal Engine's widget system, including a custom "UI fixer" to handle scaling issues. Significant discussion was held regarding the future of the project, including plans for planetary scanning, the transition to planetary surfaces via shuttles, and the potential integration of local Large Language Models (LLMs) for NPC interactions.
|
| Highlight |
timestamps
|
| Technical explanation of UI widget scaling issues and the "handy dandy" fix button |
00:04:57
|
| Discussion on ship dimensions and room requirements for the 200-person crew |
00:07:15
|
| Explaining the brute force approach to button highlighting on duplicate screens |
00:27:38
|
| Optimization techniques for widgets using player distance-based tick rates |
00:33:28
|
| Showing off seasonal overlays (Halloween pumpkins and Christmas decorations) |
00:42:37
|
| Deep dive into planetary scanning and the roadmap for procedural life generation |
01:08:34
|
| Detailed plan for seamless planetary landings and surface transitions |
01:09:41
|
| Thoughts on local LLM integration and GPU requirements for NPC dialogue |
02:05:23
|
| Conceptual breakdown of the "non-Newtonian" shield system and power management |
02:15:38
|
| Final summary of remaining tasks for the cold start tutorial and modeling polish |
03:52:16
|
|
2024 Q1
Dev Streams List for the first quarter of the year 2024 (Click to Expand/Collapse)
| 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 |
Starship Simulator - Magellan-class exterior hull
Summary This stream focuses on the comprehensive remodeling of the Magellan-class exterior hull and structural framework. The developer demonstrates his workflow using SketchUp for architectural geometry and Unreal Engine 5 for surface normals and texturing. Key highlights include the design of 1-inch thick titanium framework sections, the planning for a drone/probe launching facility, and technical discussions on implementing local LLMs for crew AI and server hosting for multiplayer.
|
| Highlight |
timestamps
|
| Structural Design: Remodeling the 1-inch thick titanium internal framework |
00:07:19
|
| Manufacturing Lore: Breaking the ship into "mega-block" framework chunks |
00:09:33
|
| Community: Releasing ship files for 3D printing and fan productions |
00:11:07
|
| Technical: Discussion on the difficulty of modding a thousands-mesh ship |
00:19:37
|
| GM Tools: Planning for DM-led sessions with manual hailing and events |
00:21:42
|
| AI Integration: Implementing player-owned API keys for GPT-driven computers |
00:22:54
|
| Peripheral Support: Voice Attack keybinds and Game Glass compatibility |
00:25:34
|
| Crew AI: Challenges of local LLMs and seed-based procedural text |
00:27:07
|
| Engineering Study: Modeling structural welds and industrial ship building |
00:42:42
|
| Gameplay: The Drone/Probe facility and physical sample retrieval |
00:55:25
|
| Tactical: Designing double-deck weapon rooms for turret management |
01:02:02
|
| FTL Mechanics: Visualizing rotating FTL rings and field strength |
02:24:50
|
|
| 2024-02-04 |
[4](https://www.youtube.com/watch?v=FMP5aNqESE8) |
2 hours, 23 minutes, 48 seconds |
Starship Simulator - Structural Redesign of C-Deck
Summary This stream focuses on the structural redesign of C-Deck, implementing unique L-shaped framework pieces to accommodate the ship's tapering curves. The developer details the transition from the circular demo model to a more elongated, functionally-driven hull that provides space for the "drone handling facility" and expanded science labs. Technical discussions include the implementation of custom light occlusion culling in Unreal Engine and the modular "Minecraft-style" approach to dedicated multiplayer servers.
|
| Highlight |
timestamps
|
| Structural Design: Modeling unique L-shaped framework for tightening curves |
00:04:24
|
| Workflow: Using SketchUp for base geometry vs. Unreal Engine for UV mapping |
00:07:29
|
| Deck Layout: Planning three-deck staircases and windowed corridors |
00:11:42
|
| Room Design: Science Lab scaling and the addition of Astrometrics |
00:12:59
|
| VR Integration: Designing room-scale interaction components for UI panels |
00:17:41
|
| Technical Milestone: Building custom occlusion culling for lighting performance |
00:22:04
|
| Engineering: Internal access pylons for engine maintenance |
00:24:58
|
| Combat Readiness: Automatic bulkhead closure logic during Red Alert |
00:30:46
|
| Physics/Lore: FTL field interference and the "five-bubble" shield grid |
00:38:17
|
| Multiplayer: Headless client servers and the NPC "takeover" model |
00:43:16
|
| Tech Levels: Human vs. Alien holographic technology capabilities |
00:52:32
|
| Science Gameplay: Deploying and retrieving physical planetary probes |
01:51:13
|
|
| 2024-02-10 |
[5](https://www.youtube.com/watch?v=I5EtBgZHbNk) |
2 hours, 10 minutes, 04 seconds |
Starship Simulator - structural framework for C-Deck
Summary This stream highlights an intensive redesign of the ship's structural framework for C-Deck, focusing on finalizing corridor layouts and implementing a high-detail "bare metal" architecture that remains visible during internal damage. The developer details a cubic volume system for simulating localized environmental data like oxygen, temperature, and fire propagation between connected compartments. Discussions also cover the technical implementation of world-aligned materials and the integration of HVAC and plumbing infrastructure into the ship's modular block construction.
|
| Highlight |
timestamps
|
| Technical Design: Finalizing C-Deck Framework and Corridor Layouts |
00:05:30
|
| Simulation Depth: Modular Block Construction and Mega-Block Joining |
00:07:38
|
| Damage Model: Regional Impact Spheres and Hull Mitigation Logic |
00:12:09
|
| Environment Systems: Cubic Volume Logic for Fire and Vacuum Propagation |
00:14:29
|
| Infrastructure: Designing Wall Access Panels for Internal Pipe/Cable Repairs |
00:52:33
|
| AI Navigation: Why Staircases are Preferred Over Ladders for NPC Pathing |
01:06:34
|
| Rendering: Tiling Materials vs. Unique Textures for Memory Optimization |
01:11:44
|
| Technical Milestone: Master Material Breakdown and World-Aligned Smudges |
01:14:52
|
| Optimization: Light Source Occlusion Culling and NPC Animation Rates |
01:17:05
|
| Tactical Design: Railgun Turret Placements and Ammunition 3D Printing |
01:20:26
|
| FTL Mechanics: Field Coil Efficiency and Indepedent Component Damage |
01:41:50
|
| Life Support: Simulating HVAC Airflow through Ceiling/Wall Vents |
01:52:23
|
|
| 2024-02-18 |
[6](https://www.youtube.com/watch?v=WSOTLzVyqt4) |
4 hours, 01 minute, 57 seconds |
Starship Simulator - Galactic Positioning System
Summary This technical deep-dive focuses on a complete overhaul of the "Galactic Positioning System" (GPS) and the various sensor range modes (Long, Medium, Short). The developer transitions the sensor logic to a server-authoritative model for multiplayer compatibility and implements a nested tree structure for improved UI navigation. Significant work is done on the manual coordinate entry system, allowing players to scan ahead to distant sectors, alongside discussions on artificial gravity fall-off and upcoming probe retrieval mechanics.
|
| Highlight |
timestamps
|
| Technical Milestone: Overhauling the GPS and Sector Generation Logic |
00:08:10
|
| Bridge Design: Discussion on Removing Window Beams and Adding "Bridge Wings" |
00:12:09
|
| UI Architecture: Renaming Sensor Ranges and Implementing Nested Tree Views |
00:14:24
|
| Simulation Depth: Physicalized Sensor Arrays and Maintenance Access |
00:17:42
|
| Physics Engine: Theoretical Explanations of Artificial Gravity and Inverse Square Fall-off |
00:21:35
|
| Multiplayer Logic: Troubleshooting RepNotify for UI Variable Synchronization |
00:38:19
|
| Captain's Role: Using the Holographic Display as a 3D Command Interface |
00:59:41
|
| Audio Design: Implementing Muffled "Vacuum" Sounds via Exhaust Mediums |
01:05:54
|
| Performance: Using Soft References to Optimize 8K Texture Memory Usage |
01:07:04
|
| UI Animation: Creating Synchronized Flashing State Indicators for Data Entry |
01:24:25
|
| Gameplay Reveal: Detailed Breakdown of the Probe Launch and Science Lab Loop |
03:06:13
|
| Testing: Successfully Scanning the Galactic Core via Manual Coordinate Entry |
03:46:41
|
|
| 2024-02-23 |
[7](https://www.youtube.com/watch?v=TqxsLCI-I-Q) |
2 hours, 39 minutes, 04 seconds |
Starship Simulator - Kickstarter Walkthrough
Summary This stream features a walkthrough of the upcoming Kickstarter page and rewards, including a breakdown of the "Galaxy Sim" and "Starship Sim" pillars. Technical development focuses on the bridge's holographic display, specifically implementing server-authoritative scaling logic and ship-centric positioning for different zoom levels. The developer also transitions the sensor list to a more performant List View widget to handle thousands of stellar objects without memory bloat.
|
| Highlight |
timestamps
|
| Kickstarter Preview: Page Walkthrough and Funding Goals |
00:03:45
|
| Design Philosophy: "Galaxy Sim" vs. "Starship Sim" Breakdown |
00:08:22
|
| Kickstarter Tiers: Customizing Star Systems and Alien Races |
00:09:46
|
| Procedural Gameplay: Mission Generation and Story Campaign Logic |
00:12:42
|
| Exploration Depth: Planetary Surface Transitions and Settlements |
00:15:52
|
| Hard Science: Why Transporters/Teleportation won't be implemented |
00:17:58
|
| Technical Logic: Implementing GPS Scale with RepNotify for Replication |
00:30:27
|
| UI Architecture: Using Global Events to broadcast Sensor Range updates |
00:35:07
|
| Rendering: Adding a Sphere Mask to cull Galaxy Map edges |
01:02:56
|
| Mathematical Challenge: Inverting Galaxy Scale for Ship-Centric Zoom |
01:15:23
|
| Future Roadmap: Plans for 5-man "Falcon/Firefly" style small ships |
01:37:41
|
| Optimization: Transitioning Sensor Targets to high-performance List Views |
02:18:44
|
|
| 2024-03-03 |
[8](https://www.youtube.com/watch?v=pqKjnwtuJo4) |
4 hours, 16 minutes, 09 seconds |
Starship Simulator Dev Stream - Technical Update and Hollow Display Integration
Summary This technical stream focuses on overhauling the bridge sensor systems and the central holographic display to improve multiplayer consistency and future-proof the simulation. The developer details a "RepNotify" variable system to ensure new clients receive real-time updates on ship states and sensor modes. Key discussions cover the 1:1 scale Galaxy generation logic—derived from a 1000x1000 pixel density map—and the implementation of a 3x3x3 grid of sectors that regenerates based on the ship's coordinates.
|
| Highlight |
timestamps
|
| Technical Architecture: Implementing RepNotify for Multiplayer Consistency |
00:11:05
|
| Ship Construction: Infrastructure, HVAC Conduits, and Cable Routing Logic |
00:06:50
|
| Design Philosophy: Expanding the Team with a Character and VR Specialist |
00:06:20
|
| Galaxy Simulation: Sector-based Seed Logic and Consistency across Players |
00:36:13
|
| Life Support & Survival: 3D Printed Food Raw Materials and Chef Gameplay |
00:44:01
|
| FTL Communications: Quantum Entanglement and Low-Bandwidth Data Relays |
01:36:01
|
| Optimization: Distance-Based Redraw Rates for Widget Performance |
02:58:13
|
| VR Development: World-to-Meters Scale Calibration and Human-Scale Design |
02:11:07
|
| Technical Milestone: Decoupling Galaxy Generation from Game State |
01:59:52
|
| Engineering Controls: Holographic Ship System Damage Feedback |
03:13:37
|
| Flight Simulation: Physics-based RCS Thrust Application and Port Damage |
03:36:07
|
| Orbital Mechanics: Teleporting Physics States along Splines for Smoothness |
03:44:10
|
|
| 2024-03-06 |
[9](https://www.youtube.com/watch?v=6JbXd9UCzws) |
4 hours, 22 minutes, 12 seconds |
Starship Simulator Dev Stream - Holographic Planet Rendering and Lighting Optimization
Summary This technical deep-dive focuses on implementing short-range sensor functionality and high-fidelity holographic planet rendering on the bridge. Developer Dan Govier details a major lighting overhaul, moving "fake GI" light volumes to the ceiling to significantly reduce transparency-based shader complexity. The stream covers the implementation of a custom coordinate system based on Sagittarius A* and the logic for procedural alien encounter generation, drawing design inspiration from the Diablo series for abandoned station layouts.
|
| Highlight |
timestamps
|
| Lighting Optimization: Shifting Transparent Light Volumes to Ceiling Heights |
00:09:08
|
| Technical Architecture: Implementing Custom Occlusion Culling for Light Spheres |
00:13:28
|
| Procedural Design: Taking Inspiration from Diablo for Alien Station Layouts |
00:22:28
|
| Simulation Depth: Heat Maps and Science Team Tech Levels for Target Deduction |
00:30:57
|
| Diplomatic Systems: Procedural Dialogue Response Logic Based on Alien Traits |
00:33:07
|
| Hardware Utilization: Nanite Poly-count Independence and Lumen Lighting Profiles |
00:54:25
|
| Galaxy Architecture: 1-Light-Year Sector Cube coordinate Logic |
01:48:58
|
| Design Philosophy: DLC and Expansion Story Arcs for "Big Bad" Alien War |
02:03:37
|
| Science Gameplay: Planet Cutaway Meshes for Core Radius and Crust Depth |
01:50:57
|
| Planet Rendering: Custom Scaling Logic for Atmospheric Shader Math |
02:57:16
|
| Real-time Tracking: Automatic Hollow Map Updates Based on Ship Movement |
03:08:23
|
| Material Work: Implementing Emissive Holographic Planet Textures |
03:29:42
|
|
| 2024-03-09 |
[10](https://www.youtube.com/watch?v=S9Q0wFUomPY) |
4 hours, 33 minutes, 21 seconds |
Starship Simulator Dev Stream - Sensor UI Overhaul and Optimization
Summary This technical deep-dive focuses on rebuilding the bridge sensor UI to improve multiplayer replication and data efficiency. The developer implements a new "RepNotify" system to ensure that targeted coordinates and scan data stay synchronized for all clients, including those joining mid-session. Significant work is done on the holographic display to support emissive, shadow-free planetary rendering and to allow the command staff to interact directly with 3D objects for navigation and tactical targeting.
|
| Highlight |
timestamps
|
| Technical Architecture: Implementing RepNotify for Multiplayer Consistency |
00:09:05
|
| Design Philosophy: Expansions and 100-Hour Single Player Story Arcs |
00:16:58
|
| Simulation Depth: Gravitational Attraction and Docking Limitations |
00:25:26
|
| UI Architecture: Blueprint Logic vs C++ Performance Scenarios |
03:12:22
|
| Optimization: Distance-Based Redraw Rates for Widget Panels |
03:18:13
|
| NPC Logic: Distance-Based Tick Rates and "Ghostly" Deck Culling |
03:20:43
|
| Galaxy Architecture: Static Environments vs Moving Visual Proxies |
03:35:01
|
| Floating Point Jitter: Moving Visual Representations toward 0,0 Origin |
03:37:10
|
| Orbital Mechanics: Using Splines and Altitude-Based Velocity Calculations |
03:42:10
|
| VR Locomotion: Finger-Press Interaction and "Arm Swing" Movement |
03:05:43
|
| Combat Simulation: Line Trace Instant Damage vs Projectile Physics |
03:45:10
|
| Technical Milestone: Connecting Sensor Targets Directly to Helm Navigation |
03:53:33
|
|
| 2024-03-13 |
[11](https://www.youtube.com/watch?v=77kiK4v1TE4) |
4 hours, 17 minutes, 38 seconds |
Starship Simulator Dev Stream - Logic Decoupling and Sensor UI Polish
Summary This technical development stream focuses on decoupling game logic from widget UI panels, moving data management to the parent blueprint via RepNotify variables to improve multiplayer efficiency and future-proof the bridge consoles. Developer Dan Govier implements a more modular structure for the sensors UI, including new long, medium, and short-range modes with specific focal points for stars, ships, and planetary bodies. Significant discussion covers the simulation depth of the organic 3D printers, which use raw plant matter from hydroponics as fuel to fabricate raw food materials for the chef.
|
| Highlight |
timestamps
|
| UI Architecture: Moving Logic from Widgets to Parent Blueprints |
00:09:05
|
| Performance Optimization: Reducing Shader Complexity and Overdraw |
00:30:15
|
| VR Development: Widget Interaction Components and Locomotion Plans |
00:31:04
|
| Simulation Depth: Organic 3D Printers and Hydroponic Fuel Sources |
00:44:05
|
| Chef Gameplay: 3D Printing Raw Ingredients vs. Prepared Meals |
00:45:42
|
| Netcode: Button Presses and Server Authoritative Logic |
01:16:59
|
| Technical Milestone: Implementing Nested Tree Structures for Star Systems |
01:22:38
|
| Maintenance: Electrical Breaker Logic and Startup Power Spikes |
02:44:08
|
| Galaxy Generation: Seed-Based System Discovery and Save File Bloat |
03:00:42
|
| Data Architecture: Setting Star Temperature Zones and Planetary Surfaces |
03:15:34
|
| Short Range Sensors: Surface Scan Mechanics and Discovery Data |
03:46:08
|
| Target Acquisition: Logic for Finding the Closest Planet to the Ship |
03:59:12
|
|
| 2024-03-17 |
[12](https://www.youtube.com/watch?v=OS9v6ZpUato) |
4 hours, 25 minutes, 10 seconds |
Starship Simulator Dev Stream - Sensor UI Polish and Logic Overhaul
Summary This stream takes place just 41 hours before the Kickstarter launch, focusing heavily on fixing broken sensor logic to ensure the "Dev Build" is navigable. The developer overhauls the range-clamping systems, moving from integers to 64-bit doubles (floats) to handle the massive distances (up to 1,000 AU) in O-class star systems. Significant work is done on the widget logic for the holographic display, including a fix for duplicating planet meshes and ensuring local coordinate data correctly updates when switching between long, medium, and short-range sensor modes.
|
| Highlight |
timestamps
|
| Character Work: Introducing "Steve" the Gray Alien Model and UFO Lore |
00:06:36
|
| UI Architecture: Explaining Macros vs Functions in Blueprint Logic |
00:09:38
|
| Loading Screen Design: Building the Ship Layer-by-Layer During Loading |
00:25:03
|
| Astrophysics: Jupiter's Hill Sphere and Scaling System Zoom Ranges |
00:37:04
|
| Data Precision: Transitioning from 32-bit to 64-bit Floats for Space Scales |
01:05:56
|
| Optimization Fix: Solving the "Duplicating Planets" Memory Leak |
01:27:24
|
| World Origin Theory: Why Every Star is Centered in its Light-Year Cube |
02:34:49
|
| Lighting Tech: Fake Bounce Light Shaders and Shader Complexity Cleanup |
02:50:01
|
| Hardware Cull: Custom Occlusion Culling for Ship-Wide Light Sources |
02:57:18
|
| Communication Gameplay: HD vs. Low-Res 2D Visuals Based on Alien Tech Levels |
03:13:37
|
| Science Gameplay: Linguistics Lab and Deciphering Alien Languages |
03:15:17
|
| Blueprint Debugging: Resolving Clickable Planet Targeting in Tree Lists |
04:17:34
|
|
| 2024-03-19 |
[13](https://www.youtube.com/watch?v=LJxojWgQUXk) |
0 hours, 15 minutes, 58 seconds |
Starship Simulator - Kickstarter Launch Stream
Summary This short, high-energy stream captures the live launch of the Starship Simulator Kickstarter campaign. Lead developer Dan Govier, joined by team members including composer Eric, monitors the initial surge in funding as the project goes live to the public. Discussion focuses on the strategic importance of the first 72 hours for crowdfunding success and the developer's immediate plans to overhaul the external hull model and sensor systems for an upcoming public demo update.
|
| Highlight |
timestamps
|
| Live Countdown: The Official Launch of the Kickstarter Campaign |
00:04:10
|
| Initial Funding: Rapid Surge and Real-time Counter Refresh |
00:06:10
|
| Technical Strategy: Developing on Minimum Spec Hardware for Optimization |
00:11:30
|
| Development Road Map: Finishing Sensors and External Hull Models |
00:13:52
|
| Community Goal: Releasing a Public Demo Build During the Campaign |
00:14:04
|
|
| 2024-03-20 |
[14](https://www.youtube.com/watch?v=tSR6vEc3pCM) |
3 hours, 04 minutes, 24 seconds |
Starship Simulator Dev Stream & Q&A
Summary In this developer stream following a massive Kickstarter surge, Dan Govier provides a technical deep-dive into the revised sensor systems and the transition to an Alcubierre-style ring ship design. He explains the "world origin" coordinate management system used to mitigate floating-point errors by moving space around a stationary ship interior. Key technical milestones discussed include the implementation of 64-bit large world coordinates in Unreal Engine 5 and the procedural generation of over 10,000 unique alien civilizations based on planetary age and the Drake equation.
|
| Highlight |
timestamps
|
| Sensor Overhaul: New Zoom Levels and Granular Sector Descriptions |
00:10:44
|
| Technical Logic: Center-of-Galaxy vs Ship-Relative Map Views |
00:13:12
|
| Planetary Landings: Atmosphere Transitions and Surface Content Loading |
00:20:05
|
| Lore & Design: The Prototype Magellan Class vs Future Pathfinder Class |
00:22:55
|
| Artificial Gravity: inverse Square Fall-off Calculations by Deck |
00:25:28
|
| Simulation Depth: Unified Core Systems Across All Ship Models |
00:30:59
|
| Science Gameplay: 3D Holographic Planetary Scanning Logic |
01:07:42
|
| VR Optimization: Widget Interaction Component vs Physical Buttons |
01:10:40
|
| Death Mechanics: Player NPCs as "Finite Lives" and Game Over States |
01:19:25
|
| Communications Lore: Quantum Entanglement Particles for FTL Comms |
01:28:54
|
| Technical Architecture: Local vs Galactic XYZ Coordinate Systems |
00:52:57
|
| Maintenance: Individual FTL Coil Actors and Health/Efficiency Scaling |
02:56:42
|
|
| 2024-03-25 |
[15](https://www.youtube.com/watch?v=HZZcn4B9Y7M) |
5 hours, 00 minutes, 03 seconds |
Starship Simulator Q&A Stream
Summary This extensive five-hour Q&A session, conducted shortly after the project's successful Kickstarter launch, dives deep into the technical foundations of the Starship Simulator's 1:1 scale Milky Way. Developer Dan Govier details the transition from SketchUp geometry to Unreal Engine 5, explaining the "world origin" movement system where space moves around the ship to prevent floating-point errors. The stream covers comprehensive design philosophies for ship-wide systems, including the modular "cube-based" life support propagation, the logical (but not yet visible) electrical routing, and the planned transition from 11 Labs AI-assisted voices to professional voice acting for the narrative campaign.
|
| Highlight |
timestamps
|
| VR Development: Stretch Goals and Functional UI Test Builds |
00:04:32
|
| Medical System: Patient Triage and Computer-Assisted Surgery |
00:05:23
|
| Technical Architecture: Electrical System Logic and Logical Routing |
00:23:40
|
| Command Console: Hollow Display and Station Mirroring Mechanics |
00:26:56
|
| Performance Optimization: Shader Complexity and Lighting Mitigations |
00:32:08
|
| Science Gameplay: Alien Technology Scanning and "Paradroid" Mini-games |
00:37:37
|
| Stealth Mechanics: Power Signature Management and "S.P.H." Sabotage |
00:57:56
|
| Geometry & Modeling: SketchUp Pro Workflow and Face-Weighted Normals |
01:01:26
|
| Tactical Gameplay: Target Painting and Shield Frequency Modulation |
01:05:01
|
| Ship Maintenance: FTL Coil Damage and EVA Utility Craft Operations |
01:18:18
|
| Character Systems: Variable Gravity and Inverse Square Fall-off |
01:42:22
|
| Planetary Exploration: Procedural Dungeons and Tile-set Generation |
01:50:33
|
| Galaxy Simulation: Seamless Movement and 1:1 Scale Rationale |
04:56:33
|
|
| 2024-03-27 |
[16](https://www.youtube.com/watch?v=dpnjnqxt8j0) |
3 hours, 08 minutes, 24 seconds |
Starship Simulator Dev & Q&A Stream
Summary This developer stream serves as a technical Q&A following the project's successful Kickstarter launch, detailing the implementation of native VR support and expanded locomotion options. The developer outlines the "world rebasing" system used to mitigate floating-point jitter across a 1:1 scale Milky Way and explains the "segmentation" of ship geometry into isolated volumes for future vacuum and fire propagation. Key discussions focus on the procedural generation of over 200 million stars using the Gaia dataset and the "actor-heavy" blueprint architecture required to manage tens of thousands of interactive ship components.
|
| Highlight |
timestamps
|
| VR Implementation: Native Support and Locomotion Methods |
00:03:02
|
| Technical Architecture: C++ vs Blueprints for Performance Scaling |
00:06:41
|
| Galaxy Simulation: Relative Proxy Movement vs Physical Ship State |
00:07:31
|
| Procedural Civilizations: Tech Levels from Bacteria to Type III |
00:11:11
|
| Data Management: Sector Loading and 100-Light-Year Cube Culling |
00:19:49
|
| Internal Sabotage: The "Society for Preservation of Humanity" Mechanics |
00:21:19
|
| Floating Point Jitter: Planet-Relative Origin and 64-bit Coordinates |
00:26:58
|
| NPC Logic: Point of Interest (POI) Boxes and Pathing Proof of Concept |
00:32:44
|
| Physics and Optimization: Ship Framework and Destructible Wall Segments |
00:43:09
|
| Astrophysics: FTL Efficiency and Gravity Well Drag Calculations |
00:54:14
|
| Simulation Depth: Isolated Room Segments for Pressure and Temperature |
02:07:30
|
| Weapon Systems: Beam vs Railgun Mechanics and Capacitor Draining |
02:59:58
|
|
2024 Q2
Dev Streams List for the second quarter of the year 2024 (Click to Expand/Collapse)
| Date |
Video Link |
Video Length |
Description of Work
|
| 2024-04-17 |
[17](https://www.youtube.com/watch?v=sxky-sdPkYg) |
28 minutes, 45 seconds |
Starship Simulator - Tech Level
Summary This stream introduces the conceptual framework for the game's "Tech Level" system, which benchmarks humanity at level 20 in the year 2261 and scales up to level 100 for Godlike civilizations. The developer explains how alien life generation is tied to planetary age, with a focus on the statistical rarity of encountering level-equivalent civilizations within the 13-billion-year-old Milky Way. Technical segments demonstrate structural modeling updates, including a standardized 30cm framework overlap and the refinement of sensor UI "nudging" and focal point controls for galactic exploration.
|
| Highlight |
timestamps
|
| System Design: Benchmark Tech Levels for Humanity and Alien Civilizations |
00:02:09
|
| FTL Progression: From Space Warp to Artificial Wormholes and Hyperspace |
00:05:50
|
| Science Lore: Resource-Locking Technologies Behind Mineral Research |
00:07:01
|
| Procedural Logic: Correlating Planetary Age with Extinction Risk |
00:09:03
|
| Optimization: Pre-generating FTL Races to Enable Real-time Sensor Detection |
00:12:28
|
| Story Content: Witnessing the Beetlejuice Supernova as a Science Mission |
00:14:56
|
| Technical Modeling: Implementing 30cm Standardized Framework Overlaps |
00:16:39
|
| UI Architecture: Manual GPS Pinpointing and Sector Nudging Logic |
00:17:40
|
| Navigation Tech: New Focal Point Controls for Galactic and Local Maps |
00:19:32
|
| Control Schema: Context-Sensitive Keyboard Shortcuts for Command Chairs |
00:25:05
|
| Ship Design: Future Implementation of Panoramic Windows and Bridge Wings |
00:26:36
|
| Visual Immersion: Seeing the Physical Hull from Internal Observation Points |
00:28:39
|
|
| 2024-04-17 |
[18](https://www.youtube.com/watch?v=M0LqLt4E-Lk) |
1 hour, 31 minutes, 44 seconds |
Starship Simulator - sensors console
Summary This session follows a technical troubleshoot of the sensors console, specifically implementing logic for manual GPS coordinate "nudging" and focal point replication across the network. The developer explores the updated galactic map, showcasing the transition between stellar regions like open clusters, the thick disc, and the galactic halo, while explaining the math behind the newly implemented Roche limits to prevent clipping during star system generation. Key discussions also include the upcoming Early Access roadmap, future IP licensing goals for classic sci-fi vessels, and the technical hurdles of running locally-hosted AI LLMs for NPC interactions.
|
| Highlight |
timestamps
|
| Technical News: Plans for Post-Kickstarter PC Build and "Ship of Theseus" Paradox |
00:02:35
|
| UI Architecture: Implementing Manual GPS Vector Nudging and RepNotify Logic |
00:10:46
|
| Physics System: Roche Limit Awareness in Star System Generation |
00:14:19
|
| Studio Vision: Licensing Classic Sci-Fi Vessels (Star Trek, Stargate, Babylon 5) |
00:15:39
|
| Engineering Logic: Quadruple Redundancy for Bridge Power Systems |
00:18:23
|
| Programming Strategy: Blueprints vs. C++ for Real-Time Computation |
00:34:46
|
| AI Navigation: Optimization of NPC Tick Rates Based on Deck Distance |
00:40:24
|
| Future Tech: Locally-Hosted LLMs for Dynamic NPC Conversations |
00:44:19
|
| VR Development: Exploring Arm-Swing Locomotion and Quest 3 Performance |
01:01:51
|
| Gameplay Mode: Deep Dive into the "D&D Game Master" Toolset |
01:06:01
|
| Galactic Exploration: Navigating the Galactic Halo and Globular Clusters |
01:17:40
|
| Graphics Tech: Magnitude-Based Star Visibility on Sensors |
01:20:43
|
|
| 2024-04-19 |
[19](https://www.youtube.com/watch?v=oBlNu3Jp1gg) |
23 minutes, 18 seconds |
Starship Simulator - Kickstarter Completion Stream!
Summary This high-energy celebratory stream captures the final 13 minutes of the "Starship Simulator" Kickstarter campaign. The developer, along with community members on Discord, counts down to the successful conclusion, reaching a final total of over £402,000 (over 600% of the original goal). Discussions include future team expansion, the establishment of a dedicated home office (the "Dev Shed"), and the technical validation received from a recent inquiry by Epic Games regarding the project's large-scale galaxy rendering in Unreal Engine 5.
|
| Highlight |
timestamps
|
| Community Countdown: Final Minutes of the Kickstarter Campaign |
00:02:27
|
| Milestone: Reaching the £400,000 Stretch Goal |
00:09:52
|
| Industry Validation: Epic Games Inquiry on Galaxy Rendering Tech |
00:11:59
|
| Tech Stack: Current Use of Unreal Engine 5.3 and Plans for 5.4 |
00:13:20
|
| Financial Planning: Team Expansion and the "Dev Shed" Office |
00:14:20
|
| Campaign Conclusion: Official End of Funding Period |
00:15:20
|
| Analytics: Reviewing Daily Player Engagement for the Tech Demo |
00:18:05
|
| Backer Logistics: Two-Week Period for Payment Processing |
00:19:07
|
| Visual Tech: Demonstration of Real-Time Galactic Constellations |
00:21:36
|
| Future Communications: Upcoming "Metric Butt-Ton" of Information |
00:22:37
|
|
| 2024-04-21 |
[20](https://www.youtube.com/watch?v=e7SHD4CaIjQ) |
2 hours, 3 minutes, 36 seconds |
Starship Simulator - Creating a Roadmap
Summary In this session, the developer draft's the high-level Early Access roadmap, detailing the transition from the successful Kickstarter phase into a structured development cycle. The stream covers the technical requirements for a complete ship simulation, including complex utility networking for electricity, fluids, and data, as well as the implementation of the 200-person NPC crew and shift rotations. Key architectural decisions are discussed regarding the "Play Test" branch on Steam, the procedural generation of multi-star systems, and the iterative design for role-specific gameplay loops.
|
| Highlight |
timestamps
|
| Project Milestone: Completion of Kickstarter and Early Access Vision |
00:02:47
|
| Steam Logistics: Implementing a Play Test Branch to Circumvent Key Limits |
00:08:01
|
| Galaxy Generation: Future Support for Moons and Multi-Star Systems |
00:13:14
|
| Security Features: Master Codes and 4-Digit Door Lock Implementation |
00:20:49
|
| Role Mechanic: Tactical Sabotage, Evidence Gathering, and the "Brig" |
00:22:40
|
| Logistics: Deck Crew Cargo Management and Inbound/Outbound Stashes |
00:28:14
|
| Technical Architecture: Room-Scale VR and Locomotion Equalization |
00:42:01
|
| Multiplayer: Dedicated Servers, Host Controls, and Steam ID Blocking |
00:45:38
|
| AI Simulation: Three-Shift Crew Rotations (Duty, Leisure, and Sleep) |
00:57:45
|
| Utility Simulation: Data Center Hardware and Physicalized Storage Units |
01:13:15
|
| Resource Loop: Mining Shuttle Mechanics and Atomic 3D Printing |
01:43:18
|
| Disaster Logic: Cellular Air Pressure, Fire Spread, and Pathfinder Pathogens |
01:46:21
|
|
| 2024-04-24 |
[21](https://www.youtube.com/watch?v=4pEqFvz_hHg) |
2 hours, 17 minutes, 16 seconds |
Starship Simulator - 3D modeling of B-Deck
Summary This stream focuses on the refined 3D modeling of B-Deck using SketchUp and Unreal Engine 5.4, introducing a transition from a saucer-style hull to a more distinct Alcubierre ring-based design. The developer details the logistics of distributing the "Dev Build" as a separate Steam package and demonstrates significant UI overhauls for the sensors console, including GPS and long-range coordinate synchronization. Technical discussions cover the implementation of tech levels for shipboard materials and the physics of the ship's internal artificial gravity field.
|
| Highlight |
timestamps
|
| Project News: Launch of Separate Steam Package for Dev Builds |
00:02:03
|
| UI Architecture: Synchronizing GPS and Long-Range Sensor Coordinates |
00:08:12
|
| Gameplay Mechanic: Tech Levels and 3D Printing Material Upgrades |
00:17:41
|
| Medical Gameplay: Procedural Diagnosis and Robotic Operating Tables |
00:23:00
|
| Design Philosophy: Exploring the Galaxy vs. Planetary Base Building |
00:25:27
|
| Workflow: Exporting CAD Meshes from SketchUp to Unreal Engine |
00:29:30
|
| Expansion Plans: Construction Yards and Space Shipping Logistics |
00:37:33
|
| Physics Lore: Field Coil Fall-off and Ship-wide Artificial Gravity |
01:34:28
|
| Environment Logic: Dynamic Dirt, Grunge Layers, and Robot Janitors |
01:35:28
|
| Technical Milestone: Integrating Face-Weighted Normals in Unreal |
02:07:33
|
| Simulation Depth: Elevator Logic and Efficient Queue Algorithms |
02:10:49
|
| Design Choice: Luxury Yacht Aesthetic vs. Industrial Science Vessel |
02:13:26
|
|
| 2024-04-28 |
[22](https://www.youtube.com/watch?v=rRjtQnMd71c) |
2 hours, 41 minutes, 24 seconds |
Starship Simulator - Global Illumination
Summary This technical dev stream focuses on migrating the starship's lighting architecture to a new custom GI (Global Illumination) system using additive mesh-based uplighters to solve ceiling darkness without the performance cost of real-time Raytracing. The developer demonstrates new Nanite tessellation features in Unreal Engine 5.4, applying them to shipboard insulation to create detailed 3D geometry from flat planes. Significant work is also done on refining NPC collision physics, specifically adjusting walkable slopes on structural beams and testing ragdoll-on-impact mechanics for sprinting.
|
| Highlight |
timestamps
|
| Graphics Tech: Nanite Tessellation and Height Map Implementation |
00:02:44
|
| Technical Hurdles: Solving Nanite Tessellation Near-Clip Issues |
00:10:11
|
| Performance Optimization: Developing "Fake GI" Additive Mesh Uplighters |
00:08:00
|
| Blueprint Architecture: Custom Primitive Data for Batch Lighting Updates |
00:18:00
|
| Engine Logic: Blueprints vs. Native C++ Performance Trade-offs |
00:21:39
|
| Lighting Strategy: Evaluating Lumen vs. Static Optimized Lighting |
00:27:03
|
| Collision Physics: Adjusting Walkable Slopes and Fallback Meshes |
00:39:33
|
| Character Mechanics: Discussion of Ragdoll Physics and Sprinting Consequences |
00:47:18
|
| Simulation Depth: Modular Interior Naming Conventions for Fault Reporting |
01:13:32
|
| System Demo: Real-time GI Bouncing with Lumen Enabled |
01:40:34
|
| Environment Design: Procedural Gas Giant Refueling and Volumetric Clouds |
01:56:03
|
| Accessibility: Implementing Variable Zoom and Magnification for UI/Text |
02:15:59
|
|
| 2024-05-01 |
[23](https://www.youtube.com/watch?v=3q-agBIqlw0) |
2 hours, 24 minutes, 42 seconds |
Starship Simulator - B-Deck's structural framework
Summary This session focuses on the detailed 3D modeling of B-Deck's structural framework and the implementation of a new modular flooring system within Unreal Engine 5.4. The developer demonstrates the alignment of VIP quarters and the addition of "smart" multi-layered insulation designed to harden upon vacuum exposure. Technical segments cover the transition to a socket-based snapping system for interior meshes and a deep dive into the overhauled sensors console, including granular zoom and galactic-scale coordinate mapping.
|
| Highlight |
timestamps
|
| Project Milestone: Distribution of 3,150 Steam Keys to Kickstarter Backers |
00:01:38
|
| Design Logic: Symmetric B-Deck Wall Alignment and VIP Planters |
00:05:05
|
| Lore & Tech: Multi-layered Vacuum-Hardening Hull Insulation |
00:07:03
|
| Physics Discussion: Alcubierre Drives, Relativity, and Causality |
00:23:44
|
| Theory: Quantum Entanglement vs. Instantaneous Information Flow |
00:28:42
|
| Graphics Tech: Raytracing Quality Levels and Metallic Reflections |
01:01:07
|
| Engineering Concept: Moving Reactor Floor for Hardware Maintenance |
01:08:47
|
| Self-Destruct Mechanics: Tactile Interaction Inspired by "Aliens" |
01:13:07
|
| Sensor Overhaul: Granular Zoom and 150 Light-Year Display Range |
01:59:50
|
| Workflow: Using Modular Snap System Sockets for Mesh Alignment |
01:57:03
|
| Optimization: Global Event Handlers for Client-Side Deck Visibility |
02:02:03
|
| Material Logic: Procedural Damage and Nanite Tessellation for Carpets |
02:24:17
|
|
| 2024-05-05 |
[24](https://www.youtube.com/watch?v=1b6HYAQRiP0) |
2 hours, 35 minutes, 43 seconds |
Starship Simulator - Unreal Engine 5.4.1
Summary This stream highlights the technical transition of the project to Unreal Engine 5.4.1, enabling Nanite tessellation for high-fidelity 3D carpet textures and addressing "Zen Store" packaging issues. The developer overhauls the internal construction workflow by implementing a "Single Anchor Point" system for modular corridor segmentation, which ensures perfect alignment for floor, wall, and ceiling actors. Additionally, a significant portion of C-Deck is mapped out, including the astrometry lab, bathrooms, and the standardized "Proprietary Corner" panel engineering.
|
| Highlight |
timestamps
|
| Technical Milestone: Upgrading to Unreal Engine 5.4.1 for Vulcan Nanite Tessellation Support |
00:03:03
|
| Graphics Evolution: Demonstrating 3D Procedural Carpet Fibers via Height-Map Displacement |
00:03:33
|
| Technical Logic: Troubleshooting the UE 5.4 "Zen Store" Derivative Data Cache Build Errors |
00:05:51
|
| System Architecture: Implementing the "Single Anchor Point" Workflow for Modular Lego-like Construction |
00:13:10
|
| Ship Architecture: Mapping C-Deck's Two-Story Astrometry Lab and Centralized Bathrooms |
00:24:15
|
| Gameplay Logic: Explaining the "Crate System" for Portable and Swappable Wall Panels |
00:40:48
|
| Design Theory: The Naming Convention for Panel IDs (e.g., CF101L - C-Deck Forward Ring 1 Panel 1 Left) |
00:55:13
|
| Engineering Study: Standardization of 250cm Straight Panels and Unique Proprietary Corners |
02:07:04
|
| Simulation Depth: Utilizing Seed-Based Procedural Deformations for Unique Panel Damage |
02:14:26
|
| Data Persistence: Discussing the 167GB Gitlab Repository and lfs (Large File Storage) Requirements |
02:06:51
|
| Feature Demo: The New Smooth Zoom and Stellar Population Readouts in the GPS UI |
01:40:40
|
|
| 2024-05-08 |
[25](https://www.youtube.com/watch?v=EuoP23_OhLM) |
3 hours, 19 minutes, 30 seconds |
Starship Simulator - template mapping
Summary This stream is a major technical deep-dive into the construction of C-Deck, utilizing a new "template mapping" methodology that allows for rapid extrusion of floor and wall panels across entire deck segments. The developer outlines the functional layout of the deck, which features twelve specialized science labs, four airlocks, and a two-deck-tall astrometrics facility. Technical discussions include the implementation of self-hosted SQL databases for persistent shared galaxies and the specific physics-based reasoning for the absence of transporter technology.
|
| Highlight |
timestamps
|
| Technical Logic: Implementing a Self-Hosted SQL Database for Consistent Shared Galaxies |
00:20:28
|
| System Architecture: Adopting a Modular Extrusion Method for C-Deck Segment Mapping |
00:03:58
|
| Design Theory: Explaining the Energy Requirements and Scientific Impossibility of Transporters |
00:24:03
|
| Ship Architecture: Mapping the 12 Science Labs and Two-Deck Astrometrics Room |
00:05:09
|
| Simulation Depth: Planning Bathroom Placement and "Roomba" Charging Hubs behind Stairwells |
00:52:12
|
| Data Science: Confirming the 10,000 Light-Year Sphere for Real-World Gaia Data Sets |
00:26:33
|
| Ship Design: Confirming the 300m Length and 150m Width (Voyager Scale) of the New Magellan |
01:04:12
|
| Gameplay Logic: Introducing "Atomic Recipes" for Resource-Based 3D Printing |
02:46:31
|
| Technical Milestone: Fixing Mesh Clipping via Intersecting Vertices in SketchUp |
00:44:13
|
| Design Philosophy: Avoiding "AAA Commercialization" and Maintaining Studio Independence |
00:34:10
|
| Future Tech: Lore-Based Miniaturization of "Power Hungry" Hologram Projectors |
00:13:31
|
|
| 2024-05-12 |
[26](https://www.youtube.com/watch?v=ngMOB4IQOKU) |
2 hours, 51 minutes, 43 seconds |
Starship Simulator - C-Deck's rear sections
Summary This developer stream focuses on the meticulous technical framing of C-Deck's rear sections, including the probe manufacturing facility and the upper shuttle bay access. The developer discusses the transition to Unreal Engine 5.4, noting improvements in Nanite tessellation near-clip distances but identifying a critical bug where reimporting meshes resets collision complexity to project defaults. Design milestones include the decision to implement "Option 3" procedural mesh damage and the confirmation of a 200-member crew capacity (mixed NPCs and players).
|
| Highlight |
timestamps
|
| Project Milestone: Confirming £364k Final Kickstarter Payout After Fees |
00:07:11
|
| Studio Growth: Hiring a Web Developer, Concept Artist, and Unreal Generalist |
00:08:17
|
| Ship Architecture: Framing the Probe Room and Shuttle Bay Stairwells (C-Deck Rear) |
00:14:20
|
| Technical Logic: Swapping Head-Bob as a Default Camera State for the Next Demo Build |
00:19:10
|
| Simulation Depth: Discussing FTL Proximity Safeties and Atmospheric Burn Scenarios |
00:23:29
|
| Physics Systems: Speculating on Cobra Engine Limitations vs. Localized Physics Grids |
00:36:16
|
| Gameplay Modes: A Stargate Universe-Inspired "Broken Ship" Survival/Puzzle Scenario |
00:42:34
|
| Simulation Depth: Defining Discrete Atmospheric Segments for Pressure and Fire Spread |
02:57:10
|
| Technical Milestone: Identifying the UE 5.4 Collision Complexity Re-import Bug |
01:03:11
|
| Graphics Evolution: Developing Lensed Warp Effects and Volumetric Accretion Disks |
02:45:34
|
| Ship Design: Confirming All 200 Crew Members Have Private Personal Quarters |
01:44:52
|
|
| 2024-05-15 |
[27](https://www.youtube.com/watch?v=QKPS5RoWxMo) |
3 hours, 20 minutes, 35 seconds |
Starship Simulator - internal segmentation and paneling systems
Summary This developer stream focuses on the technical refinement of the ship's internal segmentation and paneling systems, transitioning from continuous mesh strips to discrete, addressable segments for atmospheric and fire-spread simulation. The developer demonstrates the creation of modular "VIP Lounge" doors, implementing a new coordinate-based anchor point system in SketchUp to ensure perfect alignment across modular components. Significant technical discussion covers the theory of alien civilization "Tech Levels" (0-20+) based on planetary age and Earth-benchmarked abiogenesis timelines.
|
| Highlight |
timestamps
|
| System Architecture: Transitioning to Discrete, Addressable Internal Segments for Damage and Atmos Simulation |
02:57:03
|
| Technical Logic: Developing the Naming Convention for Per-Panel Identification (e.g., B-Deck Aft Ring 1 Segment 1) |
02:23:36
|
| Design Theory: Theory Crafting Alien Tech Levels (1-20) Based on Multi-Billion Year Evolutionary Timelines |
00:19:02
|
| Technical Milestone: Implementing the "Half From Zero" Rounding Fix for Negative Cartesian Coordinates |
00:20:40
|
| Feature Demo: The New "GPS Mode" on the Sensors UI with Sector Population Data |
01:41:23
|
| Engineering Study: Modeling the Fusion Reactor on the Real-World "Norman" Field Reversed Configuration (FRC) |
01:50:43
|
| Simulation Depth: Discussing "Option 3" Damage Modeling via Procedural Mesh Noise Overlays |
02:21:22
|
| Gameplay Logic: Moving from Hatches to Removable Whole-Panels for Maintenance Logistics |
00:11:31
|
| Technical Logic: Fixing Hardcoded Door Movement via X-Axis Boolean Select Statements |
02:11:27
|
| Engine Performance: Leveraging Nanite to Virtualize Sub-Millimeter Geometry Fillets |
00:36:17
|
| World Building: Clarifying the Magellan-Class as Humanity's First "Practical" High-C FTL Vessel (2261) |
01:22:14
|
|
| 2024-05-19 |
[28](https://www.youtube.com/watch?v=aF57Vb22e-0) |
3 hours, 50 minutes, 12 seconds |
Starship Simulator - galaxy generation logic
Summary This stream details a fundamental overhaul of the galaxy's generation logic, transitioning from math-based sector IDs to a CRC hash function. This change effectively makes the galaxy infinite by removing previous coordinate limits and allows for the future inclusion of the Magellanic Clouds without seed collisions. The developer also introduces the first iteration of "Political States" for galactic sectors, a foundational system that will procedurally determine the distribution and behavior of FTL-capable alien civilizations across 100-light-year cubes.
|
| Highlight |
timestamps
|
| Technical Architecture: Implementing CRC Hash Functions for Infinite Galaxy Seeds |
00:03:24
|
| Galaxy Reset: Relocating Sagittarius A* to the Absolute 0,0,0 Coordinate |
00:19:37
|
| Procedural Logic: Isolation of Star Classes within Random Streams to Prevent "Butterfly Effects" |
00:07:17
|
| Data Science: Integrating Hipparcos Data Tables for Real-World Star Accuracy in the Sol Sector |
00:10:45
|
| Galactic Geography: Defining Spiral Arm Density and Leading-Edge Open Cluster Formation |
00:16:52
|
| Engine Limitations: Troubleshooting Unreal Engine Rounding Nodes for Negative Cartisian Coordinates |
00:20:53
|
| UI Development: Expanding the Sensors Panel to Support Multi-Star System Tree Structures |
00:22:13
|
| Technical Milestone: Debugging Sensor Overwrites and the "Sector Midpoint" Redundancy |
01:36:03
|
| Design Theory: Establishing the Enumerated List of Sector Political Scenarios |
02:46:52
|
| Future Tech: Discussing the "AR Headset" Lore for In-Game HUD Projection |
03:45:55
|
| Feature Demo: First Integration of Political State Metadata on the Sensors UI |
03:46:26
|
|
| 2024-05-22 |
[29](https://www.youtube.com/watch?v=SrmwVtaKaLA) |
2 hours, 46 minutes, 23 seconds |
Starship Simulator - Dev Stream
Summary In this technical session, the developer overhauls the Galaxy generation system into a modular, six-step process, moving logic into specialized macros for better efficiency and expandability. Key updates include the implementation of more accurate scientific data for the Galactic Halo (extended to 326,000 light-years) and the addition of placeholder data for neutron stars, white dwarfs, and rogue planets. The stream also features a significant visual upgrade to Sagittarius A*, transitioning it to a massive volumetric model with custom accretion disk materials and gravitational lensing effects.
|
| Highlight |
timestamps
|
| System Architecture: Refactoring Galaxy Generation into a Modular 6-Step Process |
00:04:26
|
| Data Science: Extending the Galactic Halo to 326,000 Light-Years |
00:07:28
|
| Procedural Logic: Implementing Intergalactic Space Star Density (1% Chance) |
00:07:58
|
| Technical Milestone: Adding Data Generation for White Dwarfs and Wolf-Rayet Stars |
00:08:38
|
| Galaxy Mapping: Using 2D Pixel Sampling to Determine Spiral Arm vs. Inter-arm Regions |
00:12:35
|
| Real-World Data: Increasing the Soul Sector Star Count to 2,070 Objects |
00:14:09
|
| Optimization: Addressing CPU Lag during 100,000+ Star Array Sorting |
00:34:48
|
| Visual FX: Developing the New Volumetric Sagittarius A* Accretion Disk |
00:59:12
|
| Physics Simulation: Discussing Mass-Aware FTL and Black Hole Tidal Shearing |
00:53:17
|
| Engine Capability: Testing Unreal Engine Large World Coordinates with a 46M km Radius Black Hole |
01:20:03
|
| Technical Milestone: Fixing the Nanite Collision Mesh for Ship Doorways |
02:30:16
|
|
| 2024-05-26 |
[30](https://www.youtube.com/watch?v=M2SI1h9Iauo) |
4 hours, 28 minutes, 43 seconds |
Starship Simulator - Sector Files
Summary In this extensive technical stream, the developer implements a robust new data structure for "Sector Files" to decouple global galaxy data from individual star system generation, significantly optimizing the GPS and sensor UI performance. A major portion of the session is dedicated to troubleshooting a complex logic bug in the galactic region transition code, specifically fixing an issue where the "Thick Disc" and "Galactic Halo" were incorrectly reporting as Intergalactic Space due to a disconnected execution pin and 2D/3D vector math errors. Additionally, the stream showcases new volumetric nebula optimizations and a functional YouTube media screen in the conference room, while outlining the three-tier classification system for procedural alien civilizations.
|
| Highlight |
timestamps
|
| Feature Demo: YouTube Media Screen Integration in the Conference Room |
00:03:00
|
| Technical Optimization: Moving Sector Sorting and Data Organization to Background Threads |
00:07:46
|
| Graphics: Scaling Starfield and Nebula Spheres to 100km per Lightyear |
00:08:43
|
| Procedural Discovery: Investigating a Mysterious "Pink Ball" Nebula Artifact |
00:21:13
|
| Shader Engineering: Volumetric Density Shadowing and Noise-Driven Nebula Structures |
00:52:03
|
| UI Architecture: Designing Modular UMG Widgets with Automatic Border Rebuilding |
01:09:26
|
| Data Persistence: Creating the "Stellar Population" Struct for Galaxy-Wide Tracking |
01:11:28
|
| Design Theory: The Three Classes of Alien Civilizations (Hero, Procedural, and Pre-Industrial) |
02:15:02
|
| Gameplay Logic: Implementing "Peaceful Mode" for Non-Combat Exploration |
02:29:24
|
| World Building: Socio-Economic Structure of the Reformed UN in 2261 |
02:57:26
|
| Bug Hunting: Debugging the Thick Disc Logic via 2D Distance Vector Checks |
03:33:15
|
| Technical Milestone: Fixing the Disconnected Pin in the Stellar Density Calculation |
03:41:16
|
|
| 2024-05-29 |
[31](https://www.youtube.com/watch?v=Wg_nuoKjRs4) |
3 hours, 28 minutes, 06 seconds |
Starship Simulator - galaxy-wide background state
Summary This developer stream focuses on the implementation of a nested data structure for galaxy-wide background states, moving away from simple structs to an enum-driven string system for better scalability. The developer demonstrates the logic for procedural generation of civilization objects, including vessels and outposts, with specific rarity weights based on galactic regions like the Halo and Intergalactic space. Additionally, significant progress is reported on integrating the Gaia data set to include approximately 67 million real-world stars within a 2,000 light-year radius of Earth using an SQLite database.
|
| Highlight |
timestamps
|
| Galaxy Architecture: Moving from Political States to Nested Background States |
00:02:17
|
| Data Management: Utilizing Enums and Strings for Scalable Sector Generation |
00:03:52
|
| Real-World Data: Integrating 67 Million Stars from the Gaia Data Set |
00:07:11
|
| Technical Milestone: Transitioning Star Data to SQL Light for Performance |
00:07:56
|
| Procedural Logic: Defining Probability for Intergalactic Civilization Objects |
00:12:14
|
| Community Features: The Choice to Maintain a Consistent Seeded Galaxy for All Players |
00:21:48
|
| Simulation Depth: Handling NPC Ship Movement and Persistent State Snapshots |
00:28:51
|
| Technical Logic: Implementing Weighted Random Macros for Enum Selection |
01:44:01
|
| UI Architecture: Translating Background State Strings for Sensor Readouts |
01:58:36
|
| Astrophysics: Modeling Galactic Thickness and Disk Dimensions (Thick vs. Thin Disk) |
02:31:48
|
| FTL Mechanics: Explaining Wormholes, Jump Gates, and Reference Frame Movement |
02:56:13
|
| Optimization: Zero-Lag Galaxy Browsing via Decoupled Background Data Calculation |
03:23:25
|
|
2024 Q3
Dev Streams List for the third quarter of the year 2024 (Click to Expand/Collapse)
| Date |
Video Link |
Video Length |
Description of Work
|
| 2024-06-02 |
[32](https://www.youtube.com/watch?v=HoJGrWHtT5U) |
3 hours, 10 minutes, 50 seconds |
Starship Simulator - GPS sensor suite and integrating Gaia DR3
Summary This technical deep-dive focuses on finalizing the GPS sensor suite and integrating real-world astronomical data from Gaia DR3. The developer demonstrates a new SQLite database implementation that handles a 200-light-year radius of stellar data, allowing the engine to backfill real-world coordinates with procedural systems. A significant portion of the stream is dedicated to synchronizing the bridge's 3D hollow display with the 2D sensor UI, ensuring that manual focal points, galactic offsets, and zoom levels are replicated accurately across the ship's systems.
|
| Highlight |
timestamps
|
| UI Optimization: New "Display Focus" and "Focal Point" Logic for GPS |
00:03:30
|
| Technical Milestone: Implementing SQLite for Real-World Gaia Star Data |
00:08:26
|
| Astronomy Logic: Correcting Sol's Vertical Offset (Z-height) in the Galactic Plane |
00:10:25
|
| Dev Philosophy: Discussion on Studio Management vs. Engine Development |
00:28:13
|
| Feature Creep: The Story of the Physics-Based Wheelie Chairs |
00:35:08
|
| Coding: Renaming Rep-Notify Functions without Breaking Blueprints |
00:40:26
|
| Hollow Display: Syncing the 3D Galactic Map with Manual Coordinates |
01:08:32
|
| Simulation Depth: NPCs, AI Personalities, and Dwarf Fortress Inspiration |
01:42:22
|
| Logic Fix: Scaling Manual Focal Points with Zoom Levels (Radius vs. Diameter) |
01:57:13
|
| Visual Effects: Implementing Distance-Based Fading for UI Elements in Shaders |
02:03:34
|
| Future Tech: Automated Window Polarization based on Lumen Thresholds |
02:28:59
|
| Roadmap: Transitioning GPS Completion into Long-Range Sensor Polishing |
03:04:53
|
|
| 2024-06-05 |
[33](https://www.youtube.com/watch?v=_Lqv4ZoNVyE) |
3 hours, 08 minutes, 17 seconds |
Starship Simulator - MIDI keyboard
Summary This technical session introduces an experimental MIDI keyboard integration for the in-game piano, utilizing a 0-72 key mapping with velocity-sensitive input for real-time musical performance. Significant backend work is performed on the long-range sensor suite, including the implementation of a cross-sector manual targeting system that allows players to scan any star system in the 17-million-star database from their current location. The developer also showcases a new 256-bit unique seeding system provided by a community collaborator, which ensures globally unique identifiers for every procedural object in the galaxy.
|
| Highlight |
timestamps
|
| Experimental Feature: MIDI Keyboard Integration and Key Mapping (0-72) |
00:02:34
|
| Data Optimization: 17 Million Star Database and SQLite Query Performance |
00:09:02
|
| Astronomy Logic: Recalculating Sol’s Height Above the Galactic Plane |
00:12:25
|
| Coding: Synchronizing UI Button States via Rep-Notify and Player Controllers |
00:18:05
|
| Workflow: Prototyping in Blueprints vs. Optimized C++ for Galaxy Generation |
00:26:07
|
| Sensor Tech: Long-Range Manual Focal Point and Cross-Galaxy Targeting |
00:44:05
|
| Physics Engine: Discussion on Orbit "Soft Rails" and Altitude-Based Drift |
01:17:12
|
| Technical Milestone: Implementing the 256-bit Unique Seeding System |
02:00:03
|
| UI Architecture: Unifying String Update Interfaces for Multi-Panel Replication |
02:19:03
|
| Logic Gates: Building Case-Insensitive Filter Criteria for Stellar Classes |
02:47:47
|
| Lore & Design: Evaluating Voyager-Scale Warp Speeds and FTL Plausibility |
03:15:02
|
| Visuals: Planning 3D Cutaway Diagrams for Planetary Core Analysis |
03:06:05
|
|
| 2024-06-09 |
[34](https://www.youtube.com/watch?v=lRIHB32C1xs) |
3 hours, 00 minutes, 39 seconds |
Starship Simulator - Gaia DR3 data
Summary This technical stream marks a major milestone in the integration of real-world astronomical data, featuring a 2.5GB database containing over 17.6 million stars within a 2,000 light-year radius. The developer demonstrates a refined "one-size-fits-all" sector generation function that seamlessly backfills Gaia DR3 data with procedural stars to maintain consistent stellar densities. Key logic updates include the implementation of a 256-bit unique seeding system and a tiered filtering system that calls stars based on spectral class and apparent magnitude to optimize performance during high-speed warp travel.
|
| Highlight |
timestamps
|
| Galactic Milestone: Integrating 17.6 Million Real-World Stars (Gaia DR3) |
00:02:32
|
| Systems Logic: Streamlining Procedural Backfilling for Real-World Sectors |
00:07:13
|
| Technical Collaboration: Implementing a 2^256 Unique Seed System |
00:12:06
|
| Astronomy: True-to-Life Adjustments for Sol's Location and Galactic Plane |
00:42:35
|
| Optimization: Spectral Class Filtering and View Distance Culling |
01:01:41
|
| Navigation: Real-Time Sorting of Struct Arrays during Warp Travel |
01:07:07
|
| Science Gameplay: Defining 70 Unique Sub-Classes for Spectral Analysis |
01:30:45
|
| Visuals: Volumetric Rendering of the Galactic Disc and Halo |
02:18:37
|
| Lore & DLC: Discussion on Licensing vs. Original IP (Star Trek/B5) |
02:25:09
|
| Hardware & Performance: Impact of NVMe and Optane on Development Workflow |
02:41:37
|
| Easter Egg: Secret "Screen Saver" Mode and Procedural Planet Panning |
02:50:42
|
| Roadmap: Transitioning from Manual Coordinate Checks to SQL Databases |
02:57:18
|
|
| 2024-06-16 |
[35](https://www.youtube.com/watch?v=dE5Wkx5IASw) |
3 hours, 50 minutes, 00 seconds |
Starship Simulator - 3D framework
Summary Returning from a development hiatus, the lead developer focuses on finalizing the structural "nose" of the Magellan-class ship to ensure an airtight hull for the next demo update. The stream details a transition in modeling workflow, utilizing granular 2D templates for floors and ceilings (including HVAC lightning holes) to rapidly extrude modular 3D framework blocks. Technical discussions cover the implementation of exponential drone camera movement and the lore-driven engineering behind graphene-based panoramic windows and unified Alcubierre drive rings.
|
| Highlight |
timestamps
|
| Workflow Optimization: Using 2D Floor and Ceiling Templates for 3D Extrusion |
00:04:11
|
| Ship Design: Stretching the Hull to Accommodate the Alcubierre Ring |
00:10:42
|
| Interior Layout: Defining the "City Center" Mall and Crew Mess Facilities |
00:12:34
|
| Technical Milestone: Thickening Deck Cavities from 50cm to 1m for Realism |
00:20:04
|
| Physics Engine: Energy-to-Mass Conversion for Gravity and Inertial Dampening |
00:28:24
|
| Combat Systems: Dual-Mode Turrets (Laser/Railgun) and Capacitor Banks |
00:47:57
|
| Project Management: The Challenges of International Employment Law for Contractors |
01:06:43
|
| Gameplay Mechanics: Sabotage, Internal Security, and the "SPH" Lore |
01:50:18
|
| Navigation Logic: Circular Orbit Rails and Inclination Alignment for Shuttles |
02:00:09
|
| Simulation Depth: Gas Giant Refueling and Helium-3/Deuterium Scooping |
02:13:41
|
| Technical Deep-Dive: Exponential Speed Scaling for Drone Cameras |
03:09:25
|
| Coding: Implementing Camera Reset and Bridge Teleportation Logic |
03:33:14
|
|
| 2024-06-19 |
[36](https://www.youtube.com/watch?v=-Y5NASdmNMU) |
3 hours, 50 minutes, 53 seconds |
Starship Simulator - More 3D framework
Summary This session focuses on the structural engineering of the ship's aft section and optimization of the galactic generation engine. The developer details a transition to class-based stellar generation cubes to improve performance at high view distances and addresses "pixel-reading" inefficiencies in the 2D galaxy map. Significant time is spent in SketchUp defining the "choppity-chop" weld lines for modular framework blocks, ensuring internal corridors and external hull segments align with a standardized 250cm mesh for manufacturing realism.
|
| Highlight |
timestamps
|
| Performance Optimization: Class-Based Generation Cubes for Stellar Data |
00:04:46
|
| Technical Debt: Reducing Render Target Hits in Galaxy Map Generation |
00:06:19
|
| Design Philosophy: Crew Quarter Layouts and Segmented Wall Panels |
00:11:03
|
| Simulation Depth: Food Supply, Hydroponics, and Organic 3D Printing |
00:18:16
|
| Gravity Systems: Field Grids vs. Grav-Plating and Station Interference |
00:23:09
|
| Ship Architecture: Side Docking Ports and Gross Tonnage Leverage Issues |
00:24:23
|
| Systems Engineering: Segmented HVAC and Atmospheric Condition Flags |
00:29:39
|
| Defensive Systems: Non-Newtonian Shield Logic and Energy Capacitors |
00:51:02
|
| Propulsion Physics: FTL Field Gravitational Thresholds and Black Holes |
00:56:57
|
| Manufacturing Logic: Framework Blocks and Naval Construction Influence |
01:05:03
|
| Weaponry Tech: Particle Stream Pathing and "Lightning Bolt" Unleashing |
01:54:37
|
| UI Overhaul: Galactic GPS, Political States, and Habitable Zone Tweaks |
03:37:32
|
|
| 2024-06-23 |
[37](https://www.youtube.com/watch?v=_K3f4V8EF9Y) |
3 hours, 51 minutes, 22 seconds |
Starship Simulator - Implementing L, T, and Y Class Stars
Summary This stream focuses on integrating the WISE data from the Gaia dataset to support LT and Y class stars (brown dwarfs and ultra-cool stars). The developer explains the technical choice to use the gas giant material structure instead of the standard star material for these objects due to their low temperatures and unique cloud banding. Significant work is done on the procedural generation logic to ensure these new stellar classes populate across the entire galaxy without disrupting existing star systems, alongside a critical fix for the bridge's "home" button coordinates.
|
| Highlight |
timestamps
|
| Stellar Classification: Integrating WISE Data for L, T, and Y Brown Dwarfs |
00:01:32
|
| Material Science: Reusing Gas Giant Noise Layers for Ultra-Cool Star Textures |
00:03:54
|
| Technical Logic: Handling Barrycenter Offsets in Multi-Star Systems |
00:10:12
|
| Visual Effects: Injecting Ultraviolet Blue Hues into T-Class Star Lighting |
00:40:44
|
| Galaxy Architecture: Planning Multi-Resolution Sector Chunks for View Distance |
01:22:31
|
| Game Physics: Using Random Streams to Protect Galaxy Seed Integrity |
01:54:29
|
| Interior Design: Update on Junior and Senior Crew Quarter Layouts |
01:41:17
|
| Debugging: Investigating Floating Point Jitter in Sector Grids |
00:37:24
|
| Technical Milestone: Finalizing the 256-bit Seed System for System Objects |
01:50:11
|
| Gameplay Logic: Ship Onboarding Procedures and Assigned Quarters |
01:03:24
|
| Galaxy Simulation: Fixing Earth's Coordinates and Home Button Logic |
02:23:53
|
| Engine Performance: Optimizing Procedural Gen to 50ms per Sector |
03:47:06
|
|
| 2024-06-27 |
[38](https://www.youtube.com/watch?v=uPAQ_BdUBx8) |
3 hours, 15 minutes, 27 seconds |
Starship Simulator - Milky Way Modeling & Structural Engineering
Summary This stream highlights the integration of an extremely accurate mathematical model of the Milky Way, based on 2019 and 2022 astrometry papers, into the game's galactic generation. The developer discusses plans to increase real-star view distance to 2,500 light years to represent known constellations accurately. On the modeling front, work continues on the modular floor plates for C-Deck, specifically focusing on visible "future weld lines" that tell a story of the ship's underlying curved structural geometry.
|
| Highlight |
timestamps
|
| Scientific Accuracy: Implementing the Latest Milky Way Mathematical Model |
00:05:06
|
| Technical Logic: Splitting Generation Chunks by Stellar Class for constellations |
00:07:07
|
| Team Update: Recruiting Concept Artists from Destiny 2 for Hull Detailing |
00:11:02
|
| Modeling Workflow: Using SketchUp Components to Synchronize Mesh Edits |
00:19:01
|
| Technical Milestone: Identifing Floating Point Jitter in Large 3D Models |
00:21:58
|
| Simulation Depth: Designing Physical Wall Panel Removal for Cable Access |
00:25:16
|
| Debugging: Reproducing the "White Orbs" Scale Logic in Sector Grids |
00:36:41
|
| Gameplay Lore: Non-Newtonian Energy Shields based on Mass Conversion |
00:43:02
|
| Level Design: Engineering-Only Access via Maintenance Tunnels |
00:47:06
|
| Interior Design: Modular "Lego Brick" Methodology for Rapid Ship Building |
00:50:19
|
| Ship Capability: Landing Pads for Alien Vessels and External EVA Access |
00:51:42
|
| Propulsion: Visualizing RCS Thrusters and Reverse Thrust Nacerlles |
00:56:59
|
|
| 2024-06-30 |
[39](https://www.youtube.com/watch?v=4MYPaFmg4gg) |
3 hours, 22 minutes, 1 second |
Starship Simulator - D-Deck Framework & Grand Staircase Blocking
Summary This technical stream focuses on extending the ship's framework from C-Deck down into D and E-Decks, replacing rough templates with finished gray-box geometry. The developer details the integration of major structural elements, including the forward park area, the drone/probe facility, and the redesigned Aft "grand staircase" which connects the shuttle boarding lounge to the upper decks. Significant design discussion revolves around maintaining human-scale proportions within 300-meter ship hulls and the physics of the Alcubierre drive as it pertains to the ship's elongated design.
|
| Highlight |
timestamps
|
| Structural Design: Transitioning from Monolithic Staircases to Individual Light Actors |
00:10:15
|
| Materials Science: Discussing Ti3Au (Titanium-Gold) as a Hull Super-Alloy |
00:23:20
|
| Technical Specs: Ship Dimensions (300m x 150m) and Deck Cavity Ratios |
00:34:45
|
| Simulation Depth: Graphene-Sheet Window Strength vs. Titanium Hull Welding |
00:43:05
|
| Propulsion Lore: Alcubierre/Lentz Warp Drive without Negative Mass |
01:05:44
|
| Game Architecture: Block-In Progress for Every Room on D-Deck |
01:17:41
|
| Level Design: Artificially Blocking View Distances for Engine Optimization |
01:22:18
|
| Narrative Logic: Muffled Exterior Audio for Hull Reverberation Realism |
01:32:32
|
| Gameplay Mechanics: Probe Retrieval Cycles and Science Lab Research Loops |
01:54:26
|
| VR Implementation: Arm-Swing Locomotion and Button-Poke Interactions |
02:04:17
|
| Interior Design: Designing the Grand Staircase/Lift for Shuttle Boarding |
02:17:59
|
| Diplomacy: Tiered Communication Methods Based on Alien Tech Age |
03:16:58
|
|
| 2024-07-03 |
[40](https://www.youtube.com/watch?v=PigDFzb_q9g) |
2 hours, 45 minutes, 15 seconds |
Starship Simulator - D-Deck Framework & Internal Security Layout
Summary This stream focuses on the architectural refinement of D-Deck, moving from a rough gray-box stage to a human-scale layout. The developer redesigns the corridors from a zigzag pattern to a straight-run configuration to improve flow and allow for "You Are Here" map displays at junctions. A significant portion of the session is dedicated to blocking out the internal security complex, which now includes a four-lane bowling alley (part of the adjacent bar), a tiered theater/cinema, a 95-foot shooting range, and a secured brig with an interlock door system.
|
| Highlight |
timestamps
|
| Architectural Refinement: Straightening D-Deck Corridors for Better Flow |
00:04:00
|
| Interior Design: Modeling a Pro-Dimensioned Four-Lane Bowling Alley |
00:07:19
|
| Human Scaling: Comparing Crew Quarter Sizes Against Character Models |
00:10:03
|
| NPC AI: Discussing Captain Standing Orders and Priority Trees |
00:16:49
|
| Support Infrastructure: Weapon Magazines and Capacitor Bank Placement |
00:18:55
|
| FTL Mechanics: Capacitors, Solar Panels, and Emergency Limping |
00:24:57
|
| Resource Management: Harvesting Helium and Deuterium via Gas Scoops |
00:27:30
|
| Simulation Depth: Bulkhead Logic and Atmospheric Pressure Modeling |
00:33:12
|
| Security Layout: Design of the 95ft Shooting Range and Armory |
00:56:30
|
| Gameplay Logic: Multiplayer Brig Functionality and Roleplay Interlocks |
02:30:26
|
| Crew Rotation: Implementing the Three-Shift (8-Hour) System Logic |
00:36:40
|
| Modeling Workflow: Using SketchUp with Plugins for Hard Surface Design |
00:22:13
|
|
| 2024-07-07 |
[41](https://www.youtube.com/watch?v=N42NANFxF8g) |
4 hours, 23 minutes, 48 seconds |
Starship Simulator - HoloDisplay - Dev Stream
Summary This session covers significant progress on the ship's internal engineering layouts and the technical integration of procedural planets into the bridge's HoloDisplay. The developer details the new maintenance tunnels on D and E decks, designed to allow engineers to service RCs pods and fuel tanks without entering primary habitable areas. On the technical side, a major refactor of the planetary scaling logic ensures that all 100+ billion procedural planets—not just the Sol system—now render correctly at scale on the sensors' holographic interface.
|
| Highlight |
timestamps
|
| Interior Design: Engineering Access Tunnels and RCs Pod Layouts |
00:03:09
|
| Gameplay Logic: Multiplayer Brig Functionality and Roleplay Options |
00:10:43
|
| Orbital Mechanics: Implementing Circular Rail Systems for Planetary Orbits |
00:18:55
|
| Simulation Depth: Handling Static Interior Physics vs. Moving Space |
00:17:25
|
| FTL Theory: Alcubierre Drive Power Balancing and Sublight Multipliers |
00:24:08
|
| Planetary Tech: Handling Transition Buffers for Atmospheric Shuttle Landings |
00:40:40
|
| Technical Milestone: Scaling Procedural Planets for the 4m HoloDisplay |
02:00:18
|
| Visual Polish: Implementing Edge Fading and Dithering for Holograms |
02:17:22
|
| Science Gameplay: Destructive vs. Non-Destructive Lab Analysis Logic |
01:15:16
|
| Planet Rendering: Correcting Ring Scaling for Procedural Gas Giants |
04:00:41
|
| Diplomacy Logic: Reputation Systems and Alien Reactions to Hostile Acts |
01:22:07
|
| Feature Creep: Discussion on Adding 3D Volumetric Nebula via Gaia Data |
01:33:13
|
|
| 2024-07-10 |
[42](https://www.youtube.com/watch?v=Z4wyUJrufmE) |
3 hours, 56 minutes, 8 seconds |
Starship Simulator - Holo Display Dev Stream
Summary This technical stream focuses on refactoring the planet rendering system from individual actors into a unified parent class to improve expandability. The developer demonstrates how this new architecture allows the same actor to toggle between high-fidelity space materials and lightweight, emissive materials for the bridge's Holo display. Significant time is spent troubleshooting the procedural generation of rings, atmospheres, and star prominences to ensure they scale correctly and remain visually consistent within the holographic interface.
|
| Highlight |
timestamps
|
| Technical Refactor: Moving to a Unified Parent Class for All Planets |
00:03:37
|
| UI Integration: Toggling Holo Display Materials vs. Space Materials |
00:04:47
|
| Optimization: Implementing the Detail Threshold & Billboard Imposter Logic |
00:08:06
|
| Atmospheric Rendering: Troubleshooting Small-Scale Atmosphere Materials |
00:11:04
|
| UI Design: Discussion on Data Real Estate and Popup Windows for Sensors |
00:15:21
|
| Visual Polish: Adding Nav Lights (Red/Green) to the Exterior Hull |
00:59:58
|
| Engine Capability: Discussing Large World Coordinates and Nanite in UE5 |
02:02:17
|
| Procedural Logic: Fixing Star Flare Randomization via Seed Stream |
02:33:53
|
| Debugging: Identifying Why Planets Spawned Inside Y-Class Stars |
03:08:06
|
| Scientific Accuracy: Re-calculating Roche Limit for Ultra-Cool Stars |
03:13:06
|
| Mathematical Error: Identifying the Unit Conversion Bug (km vs. cm) |
03:15:09
|
| Galaxy Simulation: Impact of Roche Limit Errors on Procedural Generation |
03:31:44
|
|
| 2024-07-17 |
[43](https://www.youtube.com/watch?v=cgHcefp49Bc) |
5 hours, 18 minutes, 7 seconds |
Starship Simulator - Refactoring Galaxy Data Structures & Logic
Summary This stream centers on a major technical refactor of the galaxy and star system data structures to improve scalability and localization. The developer moves away from generating humanized text descriptions during the initial procedural generation, opting instead to store raw data in nested structs that the UI humanizes at runtime. Significant work is also done on the logic for multi-star systems, black hole planetary generation, and preparing for external SQL database integration for backer-created systems.
|
| Highlight |
timestamps
|
| Data Architecture: Moving from Monolithic Structs to Nested Sub-Structs |
00:06:51
|
| Localization Strategy: Humanizing Raw Data at the UI Layer |
00:11:00
|
| Stellar Classification: Implementing 70+ Subclasses for Star Types |
00:10:08
|
| Technical Logic: Black Hole Radius Calculations based on Solar Mass |
00:09:08
|
| Procedural Design: Handling Stable Multi-Star Orbit Hierarchies |
00:15:31
|
| Data Persistence: Transitioning to SQLite for Dynamic Backer Updates |
00:24:23
|
| Multiplayer Vision: Ghost Ship Tracking via Shared SQL Databases |
00:30:40
|
| Optimization: Managing Large Object Counts via Sensor Range Culling |
01:02:02
|
| Simulation Depth: Moving Space Around a Static Physics Interior |
01:08:28
|
| Technical Milestone: Fixed Earth's Coordinates to a Final Anchor Point |
02:19:09
|
| Blueprint Logic: Rebuilding the Manual Planet Generation Macro |
03:08:43
|
| Debugging: Identifying Live Starfield Anchor Movement Errors |
05:02:38
|
|
| 2024-07-21 |
[44](https://www.youtube.com/watch?v=69eO5Sj-R-A) |
2 hours, 10 minutes, 39 seconds |
Starship Simulator - Galaxy Creation Dev Stream
Summary In this technical session, the developer shifts the planetary generation logic from arbitrary "dice rolls" to a scientifically grounded core accretion method, where every planet begins as a rocky core before potentially capturing a gas envelope. A major focus is placed on resolving 30% discrepancies in gravity calculations by implementing Harvard-sourced exoplanet lookup tables that correlate mass with iron fractions. This infrastructure is a direct prerequisite for the upcoming life generation systems, which require accurate atmospheric pressure and gravity data.
|
| Highlight |
timestamps
|
| Core Accretion Theory: Moving away from arbitrary dice rolls for planet types |
00:05:32
|
| Mass Curves: Defining the protoplanetary disc mass budget relative to the star |
00:07:15
|
| Oddity Logic: The 1% chance for anomalous bodies like stripped gas giant cores |
00:08:43
|
| Iron Saturation: Implementing a distance-based curve for planetary iron counts |
00:18:14
|
| Harvard Data: Integrating Mass-vs-Radius lookup tables for exoplanet accuracy |
00:23:04
|
| Partial Pressure: Discussing oxygen toxicity and breathability requirements |
00:56:39
|
| Sensor Fidelity: Distinguishing between long-range, short-range, and visual scans |
01:06:42
|
| Technical Debt: Troubleshooting "floating point errors" in massive mass values |
02:07:29
|
| Sol Fixes: Resolving the "All-Earth" bug in the home system |
02:08:52
|
|
| 2024-07-24 |
[45](https://www.youtube.com/watch?v=o0BOGNgjTWA) |
3 hours, 46 minutes, 53 seconds |
Starship Simulator - Starship Simulator - Galaxy Creation Dev Stream
Summary Andrew, in this session Dan moves away from dice-roll planet generation toward a more scientifically grounded "Core Mass Accretion" model. He focuses on defining the thresholds for runaway gas secretion (at 10 Earth masses) and calculating escape velocities to determine which chemicals a planet can realistically retain in its atmosphere. Significant work is done on the backend ID structure to allow for a "binary tree" approach to child objects, theoretically supporting infinite nesting of moons and space stations.
|
| Highlight |
timestamps
|
| Developer Background: Discussion on Stage 9 and the Orville Fan Experience |
00:04:44
|
| Core Mass Accretion: Implementing the 10 Earth Mass threshold for gas giants |
00:09:02
|
| Frost Line Dynamics: Using weighted curves to determine gas giant probability |
00:13:40
|
| Object Hierarchy: Moving to Parent/Child IDs to support "Moon-Moons" |
00:20:36
|
| Simulation Theory: Computational limits and the "Level Zero" argument |
00:48:30
|
| Density Variables: Challenges in modeling non-linear density for Saturn/Jupiter |
00:50:51
|
| Atmospheric Composition: Sourcing chemical data for the Sol terrestrial planets |
01:52:31
|
| Thermal Velocity: Logic for determining atmospheric retention vs. escape velocity |
02:09:46
|
| Martian Sunset: Blue-shift logic based on Rayleigh scattering and air density |
02:29:43
|
| Optimization Philosophy: Applying SpaceX "iterative failing" and Raptor 3 logic |
03:11:21
|
| Hot Jupiters: Analysis of massive planets in close-proximity M-class orbits |
03:28:05
|
|
| 2024-07-28 |
[46](https://www.youtube.com/watch?v=HEv9K0FdLeM) |
3 hours, 23 minutes, 49 seconds |
Starship Simulator - Metallicity and Chemical Composition Systems
Summary This stream focuses on implementing a more granular chemical composition model for star systems based on stellar age and galactic position. The developer introduces "metallicity" curves that dictate the ratio of hydrogen, helium, and metals within the protoplanetary disc, directly affecting the available mass budget for rocky cores and gas envelopes. Technical work also includes refining the Census UI to better display these new data points and a brief look at early concept art for the Magellan-class engine structure.
|
| Highlight |
timestamps
|
| Atmospheric Retention: Mathematical models for planetary gases and surface fluids |
00:03:01
|
| Galactic Metallicity: Using Fe/H ratios and XYZ notation for disc composition |
00:06:04
|
| Curve Implementation: Driving metallicity values based on Stellar Age brackets |
00:08:03
|
| Magellan Concept: Sneak peek at the engine structure blocking and design |
00:19:02
|
| Galaxy Seeding: Explanation of coordinate-based seeds for a shared universe |
00:41:07
|
| Core Mass Accretion: Clamping rocky core growth based on available metallic mass |
02:06:50
|
| Kyper Belt Logic: Leftover matter and eccentric orbits in mature systems |
02:12:07
|
| Mining Mechanics: Using 3D printers and elemental bins for ship maintenance |
02:15:23
|
| Bridge Layout: Engineering, Security, and Environmental station placement |
02:16:01
|
| Bridge Crew AI: Vision for 0.1 implementation of NPC bridge station orders |
02:39:35
|
| UI Architecture: Developing the multi-window Census and Hollow Display |
02:47:14
|
|
| 2024-07-31 |
[47](https://www.youtube.com/watch?v=Qk23FDPFP8E) |
3 hours, 24 minutes, 24 seconds |
Starship Simulator - Designing The Magellan and Protoplanetary Systems
Summary This technical deep-dive covers the transition from random "dice roll" planet generation to an organic core mass accretion model based on protoplanetary disc physics. Dan explains the calculation of "Snow Lines" and thermal velocities to determine if a rocky core can hold a hydrogen envelope, creating realistic gas giants and super-Earths. The modeling portion focuses on refining the C Deck ceiling framework and implementing deck-aware floor assets that dynamically show or hide to optimize performance.
|
| Highlight |
timestamps
|
| Astrophysics: Implementing Protoplanetary Disc Lifespans and Mass Accretion |
00:03:35
|
| System Logic: Using Snow Lines and Boltzmann Constants to Differentiate Planet Types |
00:07:32
|
| Gameplay Design: Mining Mechanics for Asteroids, Planetary Surfaces, and Ice |
00:15:27
|
| Technical Milestone: Grid-based visibility and 1km System Subdivisions |
00:19:09
|
| AI Systems: NPC Lightweight Decision Making and Priority Trees |
00:48:33
|
| Damage Modeling: Visualizing Floor Cavities and Structural Support Layers |
02:06:37
|
| Crew Logic: Environmental Impact on Morale and Departmental Quarters |
00:55:25
|
| Lore: The Beam Pistol as a Laser-Ionized Taser System |
02:03:31
|
| Tech Demo: Live YouTube Player and Lighting Interaction on the Bridge |
02:18:43
|
| Optimization: Deck-aware Actors and Occlusion Culling for Interior Assets |
03:21:33
|
| Asset Creation: Standardizing Modular Ceiling Cavities for Lighting Fixtures |
02:38:05
|
| Future Tech: Implementing AR Earpieces for In-Game Pathfinding UI |
02:45:01
|
|
| 2024-08-07 |
[48](https://www.youtube.com/watch?v=zgFr5yygXXk) |
3 hours, 55 minutes, 30 seconds |
Starship Simulator - Staircase Geometry and Dev Shed Architecture
Summary This session focuses on overhauling the ship's main staircase geometry to ensure smooth navigation and consistent structural support brackets. Dan reveals the real-world progress on the "Dev Shed" concrete base and shares scale comparisons between the new studio and the ship's hull. Technical highlights include refining NPC pathfinding over beveled steps, implementing a unified floor actor system to reduce code bloat, and preparing a new public build featuring "Steve" the NPC roaming C Deck.
|
| Highlight |
timestamps
|
| Real-World Dev: Building the Concrete Base for the 20sqm "Dev Shed" |
00:04:28
|
| Scale Comparison: Viewing the Dev Shed next to the McCallum-class Starship |
00:08:10
|
| Structural Design: Implementing More Accurate Staircase Framework and Brackets |
00:12:01
|
| Multiplayer Architecture: Planning Headless Dedicated Servers for Steam |
00:16:12
|
| Game Mechanics: Exploring First-Come-First-Serve Lift Algorithms and Prop Physics |
00:30:02
|
| Lighting Overhaul: Decoupling Stair Geometry from Light Fitting Child Actors |
00:40:15
|
| Roadmap: Planning Planetary Scans, Intelligent Life Discoveries, and Bridge Crew NPCs |
02:13:11
|
| Accessibility: Planning Camera Zoom Sliders for Players with Vision Impairment |
01:10:18
|
| Simulation Systems: Cleaning Stats vs. Damage Stats and their impact on NPC Morale |
01:51:48
|
| NPC Logic: Updating NavMesh Bridges and Pathfinding for Multideck Traversals |
03:21:59
|
| Optimization: Consolidating Unique Floor Actors into a Unified Master Actor |
03:52:13
|
| Community: Live Testing of NPC Locomotion Speeds for "Steve" on C Deck |
03:31:23
|
|
| 2024-08-11 |
[49](https://www.youtube.com/watch?v=GoNGrjvNUSY) |
2 hours, 50 minutes, 40 seconds |
Starship Simulator - Adding More Accessibility Options
Summary This technical stream focuses on implementing key accessibility and gameplay quality-of-life updates, specifically the decoupling of "Head Bobbing" and the addition of a variable "Camera Zoom" amount. Dan demonstrates the fix for a complex staircase handrail modeling issue using an upright extruder plugin and discusses the underlying physics challenges of moving expansive ship interiors versus moving space around a static vessel. The roadmap is also updated to prioritize Bridge NPCs and backer star system tools for upcoming patches.
|
| Highlight |
timestamps
|
| Modeling Workflow: Fixing Handrail Torsion with an Upright Extruder Plugin |
00:05:34
|
| Technical Hurdles: NPC Pathfinding Issues with Beveled Staircase Edges |
00:16:03
|
| Road Map Update: Shifting Focus to Bridge NPCs and Backer Star System Tools |
00:19:31
|
| Data Performance: SQL Light Database Speed for 18 Million Star Rows |
00:23:03
|
| Patch Logic: Overview of Cycle 225 ("Drake Equation") vs. Cycle 226 |
00:26:54
|
| Simulation Theory: Why Static Ship Interiors are Necessary for Physics Stability |
01:19:59
|
| VR Development: Planning the "Room Scale" VR Proof of Concept |
01:28:14
|
| Gameplay Lore: Implementing "Cold and Dark" Ship States for Stealth |
01:38:07
|
| Coding Logic: Implementing Variable Camera Zoom and FOV Scaling |
01:53:31
|
| Sensitivity Scaling: Dynamic Mouse Speed Adjustments Based on Zoom Level |
02:03:32
|
| Preference Toggles: Moving "Head Bob" to Gameplay Settings and Disabling by Default |
02:15:30
|
| Optimization: Merging HUD Widgets to Reduce Render Performance Costs |
02:46:28
|
|
| 2024-08-14 |
[50](https://www.youtube.com/watch?v=WGo1HnMPGfg) |
3 hours, 11 minutes, 50 seconds |
Starship Simulator - B Deck Framework and Accessibility Updates
Summary This session focuses on the structural refinement of B Deck, specifically implementing consistent door frames and tracks to ensure modularity across all ship decks. The developer explores technical challenges with Nanite mesh processing and demonstrates the new "Crosshair Customization" and "Variable Camera Zoom" features designed to improve accessibility for players with visual impairments. Discussions also cover the ship's internal "damage modeling" philosophy, revealing how wall panels will physically detach to expose underlying framework and utility conduits during combat or accidents.
|
| Highlight |
timestamps
|
| Structural Design: Standardizing 10cm (4 inch) Door Tracks for Ship-wide Modularity |
00:22:09
|
| Galactic Scale: Estimating 150-200 Billion Stars and Procedural Naming Algorithms |
00:35:03
|
| Technical Hurdles: Troubleshooting Nanite Disk Storage and Mesh Fallback Errors |
00:55:50
|
| Accessibility Update: Previewing 23 New Crosshair Styles and Scale Settings |
00:59:38
|
| Simulation Depth: Designing Cavities for Under-floor Wiring and Emergency Lighting |
02:07:01
|
| UI Features: Implementing Variable Camera Zoom for Improved Screen Readability |
03:11:12
|
| Interior Design: Planning the VIP State Room Layout and "Living Wall" Planters |
01:02:09
|
| Physics Interaction: Applying Impact Impulses to Props Based on Damage Source |
01:28:13
|
| Studio Philosophy: Remaining Independent to Maintain Creative and Temporal Control |
01:44:16
|
| Visual Polish: Refining Staircase Handrails with Vertical-Oriented Extrusion |
01:07:29
|
|
| 2024-08-18 |
[51](https://www.youtube.com/watch?v=sFsBLWfIXyg) |
4 hours, 39 minutes, 16 seconds |
Starship Simulator - B Deck Panelling and Dev Shed Reveal
Summary This extensive development session focuses on fleshing out the B Deck landing area with a new modular panelling system, including complex curved planter geometry and integrated digital screens. Dan demonstrates the technical workflow for creating wall panels using 2D templates extruded along 3D paths, ensuring perfect alignment with the ship's structural framework. A significant portion of the stream is also dedicated to revealing the architectural plans for the real-world "Dev Shed," a custom-built studio designed to facilitate full-scale VR development and high-quality streaming for the project.
|
| Highlight |
timestamps
|
| Design Evolution: Comparing Chunky Upright Handrails vs. Rounded Designs |
00:04:03
|
| Modeling Challenge: Using Subdivision Modeling for the "Nightmare" Planter Curves |
00:05:14
|
| Technical Workflow: 2D-to-3D Wall Panel Templates and Extrusion |
00:18:05
|
| Lore: The Science of Ship Windows - Layered Carbon Crystal Structures |
00:27:47
|
| Ship Tour: Layout of the Mall, Hydroponics, Cinema, and Bowling Alley |
00:30:43
|
| Technical Milestone: Defining Inter-Deck Spacing (1m Cavity) and Utility Routing |
00:37:06
|
| Engineering Design: Multi-Sectioned Lift Entrances and Door Cassette Welding |
01:31:28
|
| Gameplay Mechanics: Using Wall Panel IDs for Engineering Fault Reports |
01:43:13
|
| World Building: Bridging the Tech Gap between Sublight and FTL Drives |
02:17:03
|
| Real-World Progress: 3D Walkthrough of the Planned "Dev Shed" Studio |
03:02:07
|
| Optimization: Unreal Engine 5.5 "MegaLights" and the Future of Lumen |
02:54:24
|
| UI Integration: Implementing Dynamic Screen Snapping and Logic |
03:57:26
|
|
| 2024-08-21 |
[52](https://www.youtube.com/watch?v=sesebtSLNt4) |
3 hours, 46 minutes, 50 seconds |
Starship Simulator - B Deck Security Desk and Ceiling Infrastructure
Summary This stream focuses on the interior design and structural logic of the B Deck landing, specifically the creation of a new security desk and its corresponding ceiling light fixture. The developer discusses the ship's architecture as a series of pressure vessels, explaining how airtight doors and localized atmosphere evacuation serve as primary fire suppression. Technical work includes refining 3D wall panel actors, implementing a custom world-rebasing system to handle 64-bit coordinate jittering at light-year scales, and demonstrating the procedural prop persistence system.
|
| Highlight |
timestamps
|
| Structural Design: Continuous Ceiling Panels and Bolt Attachment Brackets |
00:04:02
|
| Security Desk: Ergonomic Considerations and Landing Foot Traffic Flow |
00:06:50
|
| Gameplay Logic: Security NPCs as Gatekeepers for VIP Suites and the Bridge |
00:12:11
|
| Layout Planning: Ship-wide Bathroom Distribution and Crew Quarter On-suites |
00:23:00
|
| NPC Systems: Prototype Command Structure for Bridge Crew Spawning |
00:25:01
|
| Lore & Physics: Energy Shields functioning as "Non-Newtonian" Dense Space |
00:33:55
|
| Engineering Logic: Using Vacuum Evacuation for Ship-wide Fire Suppression |
02:30:06
|
| Prop Persistence: Data Table Management and Unique Procedural Seeds |
01:08:44
|
| Technical Milestone: Custom 64-bit World Rebasing for Solar System Scales |
01:11:24
|
| Physics Stress Test: The "Donut Fountain" and Audio Processing Performance |
01:29:23
|
| UI Architecture: Security Cameras and Deck Map Door Status Integration |
01:50:31
|
| Lighting Design: UFO-style Recessed Ceiling Fixture with Blue LED Rings |
02:43:44
|
|
| 2024-08-25 |
[53](https://www.youtube.com/watch?v=I-DpKsiQqF0) |
4 hours, 14 minutes, 31 seconds |
Starship Simulator - Creating 'The Scary Panel' and VIP Lounge Planter
Summary This stream centers on the architectural "homogenization" of the ship's decks to allow for more efficient modular copy-pasting across B, C, and D decks. The primary technical challenge involves modeling "The Scary Panel," a complex piece of geometry in the VIP lounge that requires intricate subdivision and retopology to blend various curved radii. Additionally, the developer integrates backer star systems into the galactic generation and demonstrates the use of Nanite for dynamic polygon scaling to maintain high performance despite increasing geometric density.
|
| Highlight |
timestamps
|
| Technical Strategy: Homogenizing Deck Panels for Modular Copy-Pasting |
00:03:40
|
| Class Optimization: Merging Panel Actors into a Shared Class to Reduce Folder Bloat |
00:07:12
|
| Tactile Interaction: Long-term Vision for Physical Bolt Removal Tools |
00:08:53
|
| Galaxy Generation: Implementing Backer Star Systems and Procedural Rules |
00:16:35
|
| Data Architecture: Challenges with Nested SQL Structures for Moons and Multi-Star Systems |
00:22:09
|
| Modeling Workflow: Why "The Scary Wall" Geometry is Difficult to Subdivide |
00:30:08
|
| Simulation Logic: Segmenting Ship Geometry for Fire Spread and Atmospheric Pressure |
00:33:40
|
| SubD Technique: Converting N-gons to Quad Geometry for Smooth Curves |
01:06:06
|
| Asset Integration: Exporting and Aligning the VIP Planter Mesh in Unreal Engine 5 |
02:43:54
|
| Material Systems: Creating Multi-layered Soil and Mud Textures for Planters |
02:55:25
|
| Troubleshooting: Hard Drive Space Impact on Unreal Engine Texture Streaming |
03:18:12
|
| Nanite Visualization: Dynamic Triangle Density and Occlusion Culling Optimization |
04:09:12
|
|
| 2024-08-28 |
[54](https://www.youtube.com/watch?v=AY8BX8cg08E) |
4 hours, 54 minutes, 11 seconds |
Starship Simulator - Dirt Simulation, Droids, and B-Deck Corridor Logic
Summary This stream introduces a new "Grime" simulation system where individual floor panels dynamically accumulate dirt based on player and NPC footfall. The developer showcases a prototype "Rumba" droid that autonomously identifies and cleans dirty panels using an array-based prioritization logic. Technical work focuses on resolving a major "blue glow" lighting bug on B-Deck and the complex modeling of door frames and non-standard wall panels that interface with the ship's framework curves.
|
| Highlight |
timestamps
|
| Simulation: Dynamic Floor Grime and Dirt Accumulation Logic |
00:08:44
|
| Logic: Rumba Droid Pathfinding and Cleaning Prioritization |
00:06:43
|
| Debugging: Resolving the B-Deck "Blue Glow" Level Loading Issue |
00:13:08
|
| Graphics: Implementing GI Mesh Lights to Replace Corrupt Plugins |
00:22:22
|
| Architecture: Discussion on Bridge Escape Hatch and Data Center Access |
02:12:44
|
| Lore: The McAllan Class as an Experimental Prototype Vessel |
02:18:42
|
| Asset Creation: Modeling Perpendicular Edges for Curved Wall Joins |
00:52:06
|
| Interior Design: Modular VIP Door Frame Construction and Rubber Backing |
01:39:05
|
| Technical: Discussion on hlsl Shader Artists and Volumetric Cloudscapes |
02:03:14
|
| Workflow: Using SketchUp to Export Precision Origin Points for Unreal |
04:09:46
|
| Career: Dan’s Professional History and Early Commodore 64 Coding |
02:46:59
|
| Multiplayer: Aligning Text Render Labels Across Replicated Wall Panels |
03:35:01
|
|
2024 Q4
Dev Streams List for the forth quarter of the year 2024 (Click to Expand/Collapse)
| 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 - B-Deck Ceiling Panels and Lighting Integration
Summary This development session focuses on the structural and visual integration of the B-Deck landing area's ceiling panels and lighting fixtures. The developer details the transition to a more refined, higher-fidelity geometry for the ceiling grills and brackets, while also implementing a "fake GI" mesh-light solution to simulate bounced light in the absence of real-time Global Illumination. Significant time is spent on the "production line" workflow, ensuring that B-Deck assets are modular and precisely measured for immediate vertical copy-pasting to Decks C, D, and E.
|
| Highlight |
timestamps
|
| Technical: Implementing Mesh-Based Fake GI for Bounced Lighting |
02:57:47
|
| Level Design: Modular Copy-Pasting Across Decks C, D, and E |
02:27:25
|
| Graphics: Discussion on Lumen Performance vs. Screen Space GI |
03:41:59
|
| Simulation: Standardizing Bolt Hole Precision with Nanite |
01:18:12
|
| Logic: Cleaning up the "Rumba" Droid AI Pathfinding and Dirt Detection |
00:08:50
|
| Lore: Reasoning for the 1-Meter Cavity Between Decks A and B |
00:11:24
|
| Interior Design: Security Desk Ceiling and Planter Lighting Logic |
00:09:42
|
| Workflow: Utilizing Ruby-based Plugins for Custom SketchUp Tools |
00:55:11
|
| Gameplay: Discussion on Boarding, Red Alert, and Science Crew Sheltering |
01:43:15
|
| Physics: Addressing Physics Object "Wake-up" and Sleep State Optimization |
00:48:42
|
| Interior Design: Modeling the Indented Ceiling Profile for the Stairwell |
01:49:26
|
| UI: Progress Update on the Planet-Specific Sensor Data Refinement |
00:57:57
|
|
| 2024-09-04 |
[56](https://www.youtube.com/watch?v=LSMh20HG-5o) |
4 hours, 14 minutes, 21 seconds |
Starship Simulator - Lift Logic and Elevator Creation
Summary In this technical development session, the focus is on the complete architectural and logical overhaul of the main B-Deck to F-Deck crew lift. The developer implements a server-authoritative blueprint system that handles deck-specific destination queuing and a dynamic movement timeline. A significant portion of the stream is dedicated to solving the mathematical challenges of constant-velocity travel across variable floor distances, ensuring the lift maintains a consistent speed regardless of the number of decks traversed.
|
| Highlight |
timestamps
|
| Technical Milestone: Implementing Server-Authoritative Lift Logic |
00:23:00
|
| Level Design: Ceiling Panel Geometry and Wooden Trim Refinement |
00:04:33
|
| Logic: Creating a Destination and Call Queue Array System |
01:45:36
|
| Math: Calculating Dynamic Timeline Play Rates for Constant Velocity |
03:55:01
|
| UI Design: Creating the Interactive Lift Control Widget |
01:55:24
|
| Replication: Handling Widget-to-Parent Blueprint Communication |
02:17:00
|
| Animation: Synchronizing Lift Car Doors with Static Deck Doors |
01:37:13
|
| World Building: Finalizing Deck Heights and Floor Clearances |
00:08:13
|
| Technical: Discussion on Magnetic Rail vs. Hydraulic Lift Systems |
00:24:49
|
| Interior Design: Implementing "Smart" Collision for Door Safety |
03:00:26
|
| Debugging: Solving the "Zero-Distance" Door Cycle Logic Loop |
03:26:00
|
| Multiplayer: Implementing RepNotify for Multi-Deck UI Updates |
04:07:00
|
|
| 2024-09-08 |
[57](https://www.youtube.com/watch?v=epQDIQlRcJo) |
3 hours, 53 minutes, 30 seconds |
Starship Simulator - VIP Quarters & Production Line Polish
Summary This stream focuses on finalizing the "production line" design for the B-Deck VIP Quarters, transitioning from prototype geometry to standardized modular assets. The developer demonstrates a new SketchUp plugin for easier arraying along curves, applied to the ceiling grills and LED strips. Technical discussions cover the implementation of custom primitive data for synchronized lighting and the refinement of the NPC door collision logic to prevent players from becoming trapped in lift shafts.
|
| Highlight |
timestamps
|
| Technical: New SketchUp Array Plugin for Complex Curves |
00:03:34
|
| Design Theory: Establishing a "Production Line" for Modular Assets |
00:09:47
|
| Simulation: Standardizing Handrail Heights and Attachment Points |
00:05:04
|
| Bug Fix: Resolving Blueprint Data Corruption in Lighting Classes |
00:07:28
|
| Level Design: Implementing Built-in Shelving and Sofa Units in VIP Suites |
00:26:01
|
| Logic: NPC/Player Collision Detection for Door Safety |
00:47:22
|
| Lore: Discussion on Prosthetics vs. Wheelchairs in 2261 |
00:55:17
|
| Asset Creation: Modeling Integrated "Trophy Wall" Shelving |
01:27:03
|
| Technical: Discussion on Nanite Tessellation for Carpet and Welding |
03:40:43
|
| Graphics: Standardizing Light Switch Connectivity on the Bridge |
00:49:47
|
| Interior Design: VIP Bed Plinth and Ambient Lighting Concept |
00:11:54
|
| Mechanics: The "Pot Plant Test" for Physics/Collision Verification |
03:03:28
|
|
| 2024-09-11 |
[58](https://www.youtube.com/watch?v=HQbUlVhtEk8) |
4 hours, 22 minutes, 32 seconds |
Starship Simulator - VIP Quarters, Fish Tanks, and Master Materials
Summary This session focuses on the technical realization of the B-Deck VIP Quarters, specifically transitioning from block-out geometry to functional, modular wall panels with integrated shelving and bed frames. The developer introduces a significant upgrade to the Master Material system, implementing non-world-aligned triplanar projection to prevent texture shifting on moving objects like lifts and doors. Additional work includes the standardization of curved lift doors to resolve visual gaps and a experimental look at integrating functional fish tanks into the crew quarters.
|
| Highlight |
timestamps
|
| Technical Milestone: New Non-World-Aligned Master Material Logic |
00:06:37
|
| Graphics: Implementing Nanite Displacement for Game-Wide Textures |
00:08:57
|
| Level Design: Standardization of Curved Lift Doors and Clearance Gaps |
00:03:51
|
| Gameplay Design: Discussion on Mission Structure and Crew Replenishment |
01:20:59
|
| Simulation Depth: Electrical Overloading and Cable Melting Mechanics |
00:20:56
|
| World Building: Types of FTL (Hyperspace vs. Interdimensional Harmonics) |
01:26:26
|
| Asset Creation: Modeling Interchangeable VIP Wall Inserts |
01:03:25
|
| Technical Troubleshooting: Analyzing Nanite Mesh Corruption Issues |
02:31:27
|
| Interior Design: VIP Bedroom Layout and King-Size Bed Prototyping |
02:43:45
|
| Concept: Prototyping Modular Fish Tank Inserts for Quarters |
01:42:13
|
| Level Design: Vertical Ceiling Extensions and Lighting in VIP Suites |
00:47:54
|
| Workflow: Using Sockets for Instant Modular Room Population |
03:34:11
|
|
| 2024-09-15 |
[59](https://www.youtube.com/watch?v=ISrlRnxBefU) |
3 hours, 35 minutes, 36 seconds |
Starship Simulator - Cat NPC Implementation and Black Hole Rendering Refactor
Summary This session marks a significant milestone with the implementation of the ship's cat NPC, utilizing adapted logic from the "Admiral Cluck" chicken AI and motion-captured assets. The developer successfully tackles a complex rendering challenge involving dual black hole post-process volumes to allow simultaneous viewing out the bridge window and on the holographic display. Key technical fixes include resolving transparency layering issues and optimizing black hole shaders by removing unnecessary camera shakes and directional lights to reclaim GPU performance.
|
| Highlight |
timestamps
|
| Community Milestone: Celebrating 10,000 Discord Members and Key Giveaway |
00:03:30
|
| Ship Construction: Modeling New Ceiling Panels and Steel Framework Scratches |
00:05:53
|
| Feature Design: Asymmetrical Sci-Fi Lift Doors and Deck-View Windows |
00:18:17
|
| NPC Logic: Adapting Chicken Roaming Scripts for the New Ship’s Cat |
00:23:00
|
| Technical Milestone: Implementing Random Skin/Material Variation for Pets |
00:27:16
|
| Project News: Details on the "Dev Shed" soundproof concrete workspace |
01:17:06
|
| Ship Mechanics: "App-Based" Consoles and Bridge Layout Customization |
00:37:33
|
| Graphics Engineering: Troubleshooting Post-Process Conflict for Dual Black Holes |
02:57:17
|
| Shader Optimization: Converting Post-Process Black Holes to Mesh-Bound Shaders |
03:24:05
|
| Bug Squashing: Resolving Holographic "Hollow Mode" Persistence Glitches |
02:34:25
|
|
| 2024-09-22 |
[60](https://www.youtube.com/watch?v=dS0kIigWddI) |
5 hours, 19 minutes, 03 seconds |
Starship Simulator - Long Range Sensor Refactoring and UI Virtualization
Summary This extended stream covers a significant technical overhaul of the sensor system's UI architecture, transitioning from traditional nested list views to a more performant virtualized system. The developer focuses on solving "scroll-lag" by implementing a logic that only updates visible UI widgets, essential for handling the generation of up to 40,000 star systems. Key design milestones include the addition of the "Explored Percentage" progress bar for each sector location and the introduction of procedural wormhole mechanics (stable vs. unstable) for future exploration gameplay.
|
| Highlight |
timestamps
|
| Technical Debt: Troubleshooting "Zen Store" Database Crashes in Unreal Engine 5.4 |
00:03:47
|
| Ship Construction: Refining Framework Building Rags and CNC-Machined Joins |
00:06:51
|
| Feature Design: Spherical Wormhole Mechanics and Stable vs. Unstable Endpoints |
00:23:04
|
| Usability Logic: Using Unique Interface IDs for Complex Save System States |
00:33:15
|
| UI Architecture: Transitioning to Double-Line List Items for Enhanced Data Display |
00:36:04
|
| Data Visualization: Implementing the "Explored Percentage" Progress Bar |
03:04:35
|
| Optimization: Scaling Widget Refresh Rates Based on Player Distance to Console |
04:03:25
|
| Technical Logic: Circular Widget Casting for Virtualized List Item Management |
04:13:21
|
| Bug Mitigation: Resolving Replication Loops in Target Selection Highlighting |
04:32:02
|
| World Building: Analyzing the Plausibility of Non-Carbon Based Life Forms |
00:30:42
|
|
| 2024-09-25 |
[61](https://www.youtube.com/watch?v=AszAgntXGkA) |
4 hours, 33 minutes, 39 seconds |
Starship Simulator - Long Range Survey Systems and Nested Data Structures
Summary This extended development session focuses on iterating the Long Range sensor suite to support detailed star system surveys. The developer implements a nested tree structure for planetary listings, incorporating "Berry Centers" as root objects for both single and multi-star systems to maintain scientific accuracy. Significant work is done on the UI animation logic for seamless transitions between galaxy-wide listings and system-specific details, alongside a technical refactor of the galaxy generation code to preserve custom star names for backers and real-world astronomical data.
|
| Highlight |
timestamps
|
| UI Architecture: Defining the "One Lightyear Cube" Data Representation |
00:05:38
|
| Technical Milestone: Generating 40,000 Stars Instantly with Minimalist Data Offsets |
00:20:06
|
| Feature Design: Multilayered Exploration Percentages (Long, Medium, and Short Range) |
03:25:58
|
| Command Logic: Mirroring Console Data to the Captain’s Hollow Display |
00:27:36
|
| Physics Discussion: The Handwavium of FTL Sensor Bubbles vs. Real-World Relativity |
00:45:13
|
| Quantum Mechanics: Analyzing Entanglement vs. Micro-Wormholes for FTL Comms |
00:55:02
|
| Multiplayer Replication: Bridging Widget Events through Player Controllers |
02:29:07
|
| Macro Logic: Building the Long Range Object Counter for UI Refresh |
02:20:49
|
| Galaxy Generation: Implementing the "Custom Name" Flag in Star Structs |
04:08:50
|
| Technical Debugging: Struct Persistence Bugs and Engine Restart Strategies |
04:10:20
|
|
| 2024-09-29 |
[62](https://www.youtube.com/watch?v=guvueG6h0O8) |
2 hours, 36 minutes, 34 seconds |
Starship Simulator - Sensor Data Structure Overhaul and Navigation Logic
Summary This technical deep-dive focuses on a major refactor of the sensor suite's data architecture, transitioning from numerous individual replicated variables to a single, high-efficiency data structure (struct). The goal is to minimize replication overhead and clean up the widget blueprint logic by moving heavy processing to the parent blueprint. Additionally, the developer discusses the upcoming "gravity well" influence on FTL speeds, which will introduce a meaningful layer of manual piloting skill by slowing ships down near stars and black holes.
|
| Highlight |
timestamps
|
| Technical News: New Hardware Specs (AMD Ryzen 950X, 192GB RAM, 4090 GPU) |
00:05:38
|
| Project Management: Construction of the "Dev Shed" and Workspace Updates |
00:17:57
|
| Architectural Shift: Consolidating Sensor Variables into a Centralized Struct |
00:09:26
|
| Multiplayer Logic: Implementing Server-Authoritative Button IDs and Rep-Notify |
00:11:53
|
| World Building: Lifeboat Design vs. "Space Coffins" and Ship Evacuation Routes |
00:16:08
|
| Gameplay Design: Gravity Well Impact on FTL Drive Multiplication and Speed |
00:26:36
|
| Navigation Strategy: Autopilot vs. Manual Piloting Around Star Influence Spheres |
00:31:05
|
| Feature Design: Captain’s Command Radial Menus and Hollow Display Interaction |
00:44:19
|
| Narrative Systems: Prospects for Local LLM Integration for NPC Dialogue |
01:02:26
|
| Multiplayer Sync: Optimizing Galaxy Redraws Using Data Comparison Logic |
01:47:10
|
|
| 2024-09-30 |
[63](https://www.youtube.com/watch?v=znuocbECLwk) |
1 hour, 18 minutes, 23 seconds |
Starship Simulator - Sensor Input Refactoring and Long Range Navigation
Summary This technical deep-dive focuses on refining the sensor input logic, specifically addressing bugs within the keyframe-driven UI animations and field replication. The developer works on the "Set" and "Next" button logic for manual coordinate entry, ensuring that vector values are correctly applied to the system before field clearing. A major highlight is the demonstration of the new long-range targeting capability, allowing players to plot courses to any star system in the galaxy by bridging coordinates between the GPS and Long Range sensor suites.
|
| Highlight |
timestamps
|
| UI Debugging: Resolving Animation Stalls in the GPS and Long Range Widgets |
00:10:14
|
| Development Environment: Using a "Test Map" for Rapid Iteration and Power Management |
00:19:31
|
| Logic Refactor: Ensuring "Set" Operations Break Field References and Replication |
00:27:34
|
| Feature Design: Retaining Existing Field Values During Coordinate Edits |
00:44:25
|
| Usability Logic: Implementing "Next" as a Combined Set and Field-Clear Action |
00:47:03
|
| Navigation Breakthrough: Plotting Courses to Distant Stars via Manual Sector Targeting |
00:59:05
|
| Data Hierarchy: Defining Sectors (100LY) and Sector Locations (1LY) |
01:05:18
|
| Project News: New PC Components and Upcoming Birthday Celebrations |
01:07:30
|
| Community Insight: Analyzing the Demographic Appeal of Starship Simulator |
01:09:38
|
| Future Tech: Investigating Synchronized Highlighting for Multiplayer Sensor Stations |
01:13:13
|
|
| 2024-10-02 |
[64](https://www.youtube.com/watch?v=9oCRW5r9Eic) |
13 minutes, 30 seconds |
Starship Simulator - Sensor Overhaul: Logic Consolidation and Replication Optimization
Summary This technical update focuses on a major architectural refactor of the sensor system's widget blueprints. The developer is shifting all processing logic away from the UI widgets and into a centralized, server-authoritative parent blueprint to improve replication performance and bandwidth management. By consolidating all display data into a single, high-efficiency structure, the system now only triggers costly data generation (like sector-wide star counts) when explicitly required by user input.
|
| Highlight |
timestamps
|
| Technical Infrastructure: Transitioning to AMD Ryzen and Hardware Deployment Plans |
00:04:43
|
| Project Management: Updates on "Dev Shed" Construction and Weather Delays |
00:05:46
|
| Architectural Shift: Moving Logic from Widget Blueprints to Parent Blueprints |
00:07:13
|
| Replication Strategy: Consolidating Sensor Data into a Single "Rep Notify" Variable |
00:08:42
|
| Performance Optimization: Implementing Flat Star Counts Without Underlying Data Generation |
00:11:25
|
| UI Progress: Testing Manual Sector Nudging and Data Generation Triggers |
00:13:05
|
|
| 2024-10-02 |
[65](https://www.youtube.com/watch?v=Bs1th0y5yNY) |
1 hour, 43 minutes, 55 seconds |
Starship Simulator - Display Alignment Refactoring and Vector Input Macros
Summary This stream fouses on the deep-dive refactor of the sensor data structures, focusing on making the targeting and display systems more robust and performance-efficient. The developer introduces the "Display Alignment" concept to replace ambiguous focal point terminology, allowing users to toggle between ship-centric and galactic-center views without lag. A significant portion of the session involves building a complex macro to handle multi-field vector inputs (X, Y, Z) for the long-range sensors, ensuring clean string-to-float conversion and multiplayer replication.
|
| Highlight |
timestamps
|
| UI Architecture: Renaming Focal Point to "Display Alignment" for Clarity |
00:06:07
|
| Performance Tuning: Implementing "Data Only" Sector Generation to Reduce CPU Hitching |
00:40:09
|
| Feature Design: Tactical Combat Philosophy – Naval Engagement vs. Fast-Paced Combat |
00:15:40
|
| Simulation Depth: Targetable Energy Signatures and Scientific Confidence Levels |
00:18:25
|
| Navigation Logic: Gravity Well Influence on FTL Drive Efficiency |
00:19:50
|
| Narrative Design: Procedural vs. Handcrafted Alien Ship Interiors |
00:27:31
|
| Technical Logic: Building the "Append Character to Vector" Input Macro |
01:12:09
|
| Bug Squashing: Solving the Single-Digit Float Rounding Error in UI Fields |
01:31:32
|
| Multiplayer Sync: Using Action Messages to Force UI State Clears Across Clients |
01:39:33
|
|
| 2024-10-02 |
[66](https://www.youtube.com/watch?v=7qV8YqcbDCw) |
2 hours, 52 minutes, 22 seconds |
Starship Simulator - High-Performance Sensor Logic and Multi-Targeting Refactor
Summary This session focuses on a major architectural overhaul of the sensor data handling system to improve performance and multiplayer synchronization. The developer transitions from individual data variables to a centralized "Mega Structure" state file, allowing for more efficient replication and cross-station data sharing. Key technical milestones include implementing a "Skip Refresh" logic to prevent UI lag during high-frequency warp updates and establishing server-authoritative coordinate targeting for planetary bodies.
|
| Highlight |
timestamps
|
| Technical Debt: Troubleshooting Blue Screens and Transitioning to New Hardware |
00:01:03
|
| UI Architecture: Implementing Multi-Digit GPS Input with Per-Digit Replication |
00:10:07
|
| Hardware Showcase: Asus 4090 and 192GB RAM Development Rig Specs |
00:33:21
|
| Performance Optimization: Refining Galaxy Query Logic During Zoom Transitions |
00:47:13
|
| Multiplayer Logic: Server-Authoritative Sector Selection and Highlight States |
01:02:24
|
| Data Structures: Consolidating Sensor Data into a Centralized "State File" Struct |
01:09:44
|
| Development Philosophy: AAA vs. Indie Transparency and Open Development |
01:46:28
|
| World Building: Procedural Planetary Science and Atmospheric Pressure Variables |
02:12:09
|
| Engine News: Analysis of UE 5.5 "Mega Lights" for Ship Performance |
02:36:00
|
| Bug Mitigation: Implementing "Skip Refresh" to Decouple Warp Physics from UI Ticking |
02:47:17
|
|
| 2024-10-06 |
[67](https://www.youtube.com/watch?v=epeiDsw5HW0) |
3 hours, 54 minutes, 53 seconds |
Starship Simulator - New Hardware and Medium Range Sensor Implementation
Summary This stream documents the transition to a high-end AMD Ryzen 9 9950X development rig and the technical hurdles of early hardware adoption in Unreal Engine 5. The primary focus is the functional implementation of the Medium Range sensor suite, specifically bridging data structures between long-range surveys and localized system scans. The developer demonstrates the "honk" equivalent for system discovery, ensuring scan data persistence and accurate coordinate translation across different sensor scales.
|
| Highlight |
timestamps
|
| Technical Hurdles: Ryzen 9 9950X BIOS Updates and UE5 Shader Crashes |
00:04:07
|
| Development Infrastructure: Starlink Performance and "Stinky" Default SSIDs |
00:08:58
|
| Data Architecture: Long Range Sensor Tree Views and Sector Discovery |
00:23:40
|
| Persistence Logic: Saving Scan States via Struct Arrays and Unique IDs |
00:32:08
|
| Coordinate Systems: Sector-Based Positioning vs. Galactic Origin |
00:38:15
|
| World Building: UN Political History and the Reformation of Earth's Charter |
01:41:21
|
| UI Development: Leveraging Pre-Built Widget Elements for Rapid Prototyping |
02:00:09
|
| Science Gameplay: Procedural Data Layers for Atmospheric and Surface Scanning |
03:04:05
|
| Hollow Display: Physical Interaction Design for Bridge Command |
03:12:03
|
| Feature Milestone: Testing the Medium Range "Honk" and Data Refresh Logic |
03:38:02
|
|
| 2024-10-09 |
[68](https://www.youtube.com/watch?v=t2Kj8xhHiOc) |
4 hours, 06 minutes, 00 seconds |
Starship Simulator - Real-World Star Data and GPU Instancing for Galaxy Rendering
Summary This technical stream details the integration of the Gaia satellite database, incorporating 18.7 million real-world stars into the simulator's 1:1 scale Milky Way. The developer demonstrates the transition from CPU-heavy actor spawning to GPU-driven instanced static meshes, drastically improving performance when rendering dense star fields. Significant UI work is completed on the GPS and long-range sensor modes, specifically focusing on coordinate input logic and distance-based filtering for stellar targets.
|
| Highlight |
timestamps
|
| Technical Logic: Transitioning to GPU Instancing for 18 Million Stars |
00:07:30
|
| Data Integration: Implementing the Gaia Real-World Stellar Database |
00:15:00
|
| UI Architecture: Building the Coordinate Input and Manual Location System |
00:26:00
|
| Math Deep Dive: Handling 64-bit Floating Point Jitter in Large World Space |
00:46:05
|
| Simulation Depth: Defining Sensor Mode Ranges for GPS vs. Long Range |
01:02:20
|
| Tech Milestone: Synchronizing Sector IDs with Real-World Galactic Map |
01:16:45
|
| Bug Fix: Resolving Sector Refresh Lag in GPS Mode |
01:37:00
|
| Visuals: Demonstrating Real-Time Star Visibility Distance Scaling |
02:03:30
|
| UI Feature: Implementing Multi-Level Filter Toggles for Star Classes |
03:08:20
|
| Development Roadmap: Plans for Volumetric Nebulas and Interstellar Dust |
03:50:40
|
|
| 2024-10-13 |
[69](https://www.youtube.com/watch?v=00J4y3mG5QU) |
4 hours, 26 minutes, 58 seconds |
Starship Simulator - GPS Feature Completion and Manual Sector Logic
Summary This stream marks the feature completion of the GPS sensor mode, including true-to-scale sector rendering on the Hollow Display and a refined origin rebasing system for smooth galactic navigation. The developer introduces the "LGAS" (Low Gain Astrometry Survey) array hardware lore and implements level-based knowledge requirements for planetary data, where bars fill based on scan proximity. A technical deep dive reveals the "Planet Painter" server logic, which generates procedural textures on-the-fly and synchronizes 2D surface maps with 3D bridge displays.
|
| Highlight |
timestamps
|
| Technical Logic: Implementing True-to-Scale 100-Light-Year Sector Cubes |
00:10:04
|
| UI Architecture: Slow Reveal of Information via Level 1-3 Scan Knowledge |
00:19:11
|
| Sensor Lore: LGAS (Low Gain Astrometry) vs HGAS (High Gain Astrometry) Hardware |
00:14:42
|
| Simulation Depth: Origin Rebasing System for Infinite Galactic Coordinates |
00:39:16
|
| Hollow Display: Re-implementing Nav and Sensor Target Indicator Synchronicity |
00:50:41
|
| Math Deep Dive: Using Sector Overlays to Filter 27 Surrounding Galactic Regions |
01:02:36
|
| Tech Milestone: Manual Sector Coordinate Sorting via Async Request Logic |
01:17:26
|
| Visuals: Demonstrating Material Masking for Hollow Display Spherical Borders |
02:10:22
|
| Ship Design: Previewing the Magellan Rear Engine and Sublight Nacelle Concepts |
03:22:20
|
| Flight Mechanics: Prograde Velocity Multipliers for FTL Warp Field Interaction |
03:35:11
|
| Simulation Logic: Planet Painter Server Sync for Real-Time Surface Map Generation |
04:11:03
|
| Bug Fix: Resolving Mirrored Projections on Planetary Sphere Mesh Rendering |
00:53:21
|
|
| 2024-10-16 |
[70](https://www.youtube.com/watch?v=JQGe_H0uQSs) |
4 hours, 50 minutes, 15 seconds |
Starship Simulator - Long Range Orreries and Electrical Simulation Logic
Summary This stream focuses on implementing a generic "Aura" (Orrery) map system that functions across both long-range and medium-range sensor modes, allowing players to preview solar systems from across the galaxy. The developer provides a technical deep dive into the event-driven electrical simulation, explaining how cable IDs and resistance values drive ship-wide power states without constant CPU ticking. Significant time is dedicated to debugging coordinate inversions on the Hollow Display to ensure planetary positions accurately reflect the view outside the bridge windows.
|
| Highlight |
timestamps
|
| Dev Shed Update: Studio Layout, Wall-Mounted PCs, and Structural Framing |
00:05:08
|
| Technical Logic: Designing an Event-Driven Ship-Wide Electrical System |
00:39:38
|
| Simulation Depth: Voltage Draw, Resistance, and Emergency Power Red-Shifting |
01:09:43
|
| UI Architecture: Implementing Generic Orrery Rendering Functions |
01:17:02
|
| Data Structures: Transitioning from Central Star Logic to Barycentric Orbits |
01:22:05
|
| Gameplay Design: Discussion on Geostationary Orbits and Relative Shuttling |
01:39:55
|
| Technical Milestone: Implementing Dynamic Target Alignment for System Views |
02:07:04
|
| Hollow Display: Solving Coordinate Inversions for Bridge Situational Awareness |
02:12:26
|
| Bug Discovery: Mirrored Cube-Map Projections on Short-Range Surface Maps |
00:53:24
|
| Math Deep Dive: Inverting X/Y/Z Vectors for Warp-Space Movement Logic |
03:26:44
|
| Feature Addition: Long-Range Sensor System Previews via Orrery Map |
03:33:01
|
| Roadmap: Plans for Orbital Inclination and Planetary Rotation Period Displays |
00:53:18
|
|
| 2024-10-20 |
[71](https://www.youtube.com/watch?v=hZxDDp7atIQ) |
4 hours, 3 minutes, 2 seconds |
Starship Simulator - Hollow Display Alignment and Exploration Data Sync
Summary This stream centers on resolving critical alignment issues within the Hollow Display, specifically fixing an inverse Z-axis bug that caused ship and planetary orientations to mismatch. The developer refactors the exploration data matching system, implementing a more efficient macro to reconcile system coordinates with the player's save-state array of discovered locations. Significant progress is made on the "Aura" system, enabling true relative scaling of stellar bodies and ensuring that sensor survey completions trigger instantaneous UI updates for planetary names and knowledge levels.
|
| Highlight |
timestamps
|
| Dev Shed Update: Insulation Progress, Waterproofing, and Interior Framing |
00:02:07
|
| Bug Fix: Resolving Ship and Planet Alignment on the Hollow Display |
00:04:12
|
| Visual Milestone: Relative Scaling for Stars and Gas Giants in System View |
00:05:36
|
| Technical Logic: Optimizing the Exploration Data Array Search Macro |
00:17:21
|
| Data Architecture: SQL Light Integration for 18.7 Million Real-World Stars |
00:21:38
|
| Optimization: Distance-Based Redraw Rates for Widget Blueprints |
00:28:35
|
| Engineering: Discussion on Nanite Workflows and Model Optimization |
00:31:07
|
| Bug Fix: Synchronizing Medium Range Scan Completion with UI Refresh |
01:47:45
|
| Visuals: Demonstrating Proximity Scaling While Orbiting a Star |
02:02:26
|
| UI Refinement: Adding Level-Specific Knowledge Requirements to Summaries |
02:58:51
|
| Feature Addition: Displaying Sensor and Nav Targets on the Aura Map |
03:38:23
|
| Roadmap: Future Plans for Short Range Data and Surface Map Layers |
04:01:06
|
|
| 2024-10-23 |
[72](https://www.youtube.com/watch?v=QZdhZgqm_Jg) |
4 hours, 3 minutes, 30 seconds |
Starship Simulator - Short Range Sensors and Surface Data Layer Toggles
Summary This stream focuses on the technical implementation of toggleable data layers for the short-range sensor suite and planetary surface maps. The developer demonstrates how to use custom primitive data within Unreal Engine 5.4 to control material parameters for clouds, day/night terminators, and technology signatures without increasing draw calls. Significant work is also done on refining the long-range sensor estimation logic, utilizing SpaceTime curvature theory to approximate planetary counts for distant stars beyond 2,000 light-years.
|
| Highlight |
timestamps
|
| Dev Shed Tour: Insulation, Soundproofing, and VR Development Area Setup |
00:04:19
|
| Simulation Logic: Estimating Planetary Mass via SpaceTime Curvature |
00:16:34
|
| Sensor Lore: Explaining XNAV (X-ray Timing and Navigation) Pulsar Database |
00:22:51
|
| UI Architecture: Handling Binary Systems and Multi-Star Coordinates |
00:24:38
|
| Tech Deep Dive: Debugging Async Texture Loading for Planetary Maps |
00:45:55
|
| UI Polish: Auto-Scaling Display Radius based on Furthest System Object |
01:28:01
|
| Material Science: Building Toggleable Cloud and Shadow Layers |
01:37:07
|
| Optimization: Using Custom Primitive Data for Performant Material Toggles |
01:50:53
|
| Visuals: Implementing a Data-Driven Day/Night Terminator Mask |
01:58:51
|
| Gameplay Design: Discussion on Eyeball Planets and Tidal Locking Logic |
02:02:23
|
| UI Functionality: Synchronizing Hollow Display and 2D Surface Map Toggles |
03:45:08
|
| Sensor Mechanics: 2,000 Light-Year Survey Cut-off for Real-World Stars |
03:54:11
|
|
| 2024-10-28 |
[73](https://www.youtube.com/watch?v=MAzCrBCvAFM) |
3 hours, 31 minutes, 42 seconds |
Starship Simulator - Hollow Display Vector Logic and Sensor UI Refinement
Summary This stream focuses on advanced vector mathematics to improve the "Hollow Display" situational awareness tool, specifically implementing dynamic dotted lines that track targets across galactic and local coordinate systems. The developer addresses optimization for long-range sensors by capping star visibility to a 50-light-year radius to eliminate traversal lag and hitches. Additional work is completed on the NPC pathfinding constraints regarding sloped geometry and the integration of live distance readouts directly onto the display splines.
|
| Highlight |
timestamps
|
| Dev Shed Progress: Interior Plastering and Electrical Wiring Update |
00:04:01
|
| Technical Logic: Implementing Animated Spline Meshes for Target Tracking |
00:08:45
|
| Optimization: Capping Long-Range Sensor Arrays to 50 Light-Year Radius |
00:10:46
|
| UI Design: Decoupling Hollow Display Zoom from Sensor Console Range |
00:14:30
|
| Gameplay Design: Roles for Environmental Control and Internal Security Stations |
00:18:18
|
| Mathematics: Translating Galactic Coordinates to Local System Space |
00:29:10
|
| Physics/Nav: Implementing Habitable Zone and Frost Line Visual Indicators |
00:31:25
|
| Pathfinding: Solving NPC Slope Traversal Issues via Custom Collision Meshes |
00:39:33
|
| Code Refactoring: Replacing Legacy Multi-Layer Targeting Logic |
01:07:00
|
| Technical Milestone: Vector Alignment for Ship-to-Target Directional Lines |
01:58:53
|
| UI Feature: Adding Live Distance Text Labels to Display Splines |
02:31:08
|
| Development Roadmap: Plans for Volumetric Gas Giant Shaders and Refueling |
03:03:56
|
|
| 2024-10-30 |
[74](https://www.youtube.com/watch?v=WiXvY8Oo_lY) |
4 hours, 47 minutes, 58 seconds |
Starship Simulator - Dev Stream - Procedural Terrain Generation and 100% System Exploration
Summary This technical deep-dive stream introduces a completely rewritten procedural terrain system that moves away from tiled textures to noise-driven height maps. The developer demonstrates how fractal noise and region masks are now used to generate realistic temperature zones and pseudo-erosion effects on planet surfaces. Significant progress is also made on the sensor suite, finally implementing the logic required for 100% system exploration by allowing players to perform short-range scans of every planetary body in a star system.
|
| Highlight |
timestamps
|
| Workspace Update: Progress on the new Dev Shed office (Cladding, plastering, and drainage) |
00:04:35
|
| Planet Tech 2.0: Moving from tiled Earth textures to pure fractal noise systems |
00:09:24
|
| Climate Simulation: Implementing equatorial, temperate, and tundra region masks |
00:10:43
|
| Pseudo-Erosion: Using inverted noise functions to fake geological weathering |
00:12:33
|
| Performance: Fixing 1-light-year transition "hitching" by limiting sensor range to 50LY |
00:25:06
|
| Survey Logic: Introduction of the "Cross-Section" (Planetary Interior) map concept |
02:29:44
|
| Gameplay Design: Tying scan time to planetary radius for industrial flavor |
02:39:14
|
| Multi-Loop Logic: Troubleshooting the complex nested search for explored system data |
03:10:21
|
| Technical Milestone: First successful 100% star system exploration calculation |
03:35:11
|
| Galaxy Math: Calculating that it would take 11.4 million years to scan every system |
03:37:24
|
| Knowledge Levels: Implementing "Level 3" data unlocking for short-range surveys |
03:44:52
|
|
| 2024-11-03 |
[75](https://www.youtube.com/watch?v=6eOjNZNutzE) |
3 hours, 23 minutes, 04 seconds |
Starship Simulator - Dev Stream - New PC Setup, Key Giveaway, and Deck Framework Adjustments
Summary This stream highlights the developer's transition to a new high-end workstation (RTX 4090/950X CPU) and features a Captain tier key giveaway for the community. Technical work centers on resolving geometry protrusions and alignment issues on Decks D, E, and F following the ship's recent scale increase. Key updates include the integration of the "Ava" ship computer voice (Somerset accent variant), a new scanning sequence for the hollow display, and the implementation of segmented deck components designed to support future physical simulations like fire propagation and atmospheric venting.
|
| Highlight |
timestamps
|
| Community: Five Captain tier and two standard key giveaways |
00:05:05
|
| Ship Computer: First look at "Ava" voice integration and system scanning audio |
00:13:46
|
| Testing Tools: Overview of "AutoNav" and "Spore Drive" teleportation for Q&A |
00:16:33
|
| Simulation Depth: Planning localized states for segment-based fire and vacuum logic |
00:28:22
|
| Technical Milestone: 18 million new stars integrated via the Gaia catalog |
00:31:23
|
| Performance: Troubleshooting Unreal Engine line-trace lag in engineering |
00:47:20
|
| Customization: Demonstration of black resin floor materials and wall color shifts |
00:52:03
|
| Interior Design: Modeling modular wall brackets for interchangeable panel styles |
01:55:19
|
| History: The developer's journey from Stage 9 to The Orville and Starship Simulator |
02:27:23
|
| Recruitment: Studio hiring needs for Shader Artists and Character System Developers |
02:38:02
|
| Tech Deep Dive: Shield capacitors vs. traditional health pools mechanics |
02:42:39
|
| Roadmap: Aiming for a Christmas Eve demo release with full life-generation code |
03:18:07
|
|
| 2024-11-06 |
[76](https://www.youtube.com/watch?v=Np75e6PTt0c) |
4 hours, 12 minutes, 49 seconds |
Starship Simulator - Dev Stream - F-Deck Segmentation and Procedural Audio Concepts
Summary This stream focuses on the structural refinement of F-Deck, utilizing a new segmented component workflow to speed up the modeling of maintenance tunnels and corridor framework. The developer explains how nanite-optimized geometry allows for modular segments that facilitate future features like segment-based fire propagation and vacuum decompression. Technical discussions also cover a proposed procedural soundtrack system that dynamically adjusts instrument layers based on environmental context, such as proximity to stellar bodies or planet types.
|
| Highlight |
timestamps
|
| Optimization: Fixing SketchUp stuttering by removing high-poly hidden layers |
00:08:37
|
| Technical Workflow: Implementing modular deck segments for rapid component editing |
00:09:54
|
| Damage Modeling: Planning segment-based fire and vacuum propagation logic |
00:16:50
|
| Material Science: Discussing ship construction using Titanium-Gold (Ti3Au) alloys |
00:21:02
|
| Audio Design: Concept for a context-sensitive, layered procedural soundtrack |
00:34:56
|
| Construction Philosophy: Layered shipbuilding for deck plans and cutaway renders |
00:43:34
|
| Future Visuals: Proposed loading screen featuring real-time deck-by-deck assembly |
00:49:02
|
| Industrial Design: Planning underslung cargo holds and secondary engineering shuttle bays |
02:57:12
|
| Modeling Techniques: Using the "Extrude Edges by Vector" tool for framework depth |
02:27:23
|
| NavMesh Troubleshooting: Addressing NPC and cat collision issues on stairs |
04:01:07
|
| Object Permanence: Challenges with data tables and dynamic prop spawning |
04:06:17
|
|
| 2024-11-10 |
[77](https://www.youtube.com/watch?v=6WL7bpwEZqY) |
3 hours, 42 minutes, 44 seconds |
Starship Simulator - Dev Stream - Modeling the Keel Fin and F Deck Interconnects
Summary This technical development stream focuses on the underside reconstruction of the ship, specifically the modeling of the "Keel Fin" and the interconnects between Decks F and G. The developer details the integration of heavy engineering systems, including gas harvesting scoops for gas giant skimming and the refinery spaces located on the lower double-height decks. Much of the session is dedicated to refining the external hull curvature using SketchUp, ensuring the transition from the main body to the engineering fin is both aesthetically pleasing and architecturally functional.
|
| Highlight |
timestamps
|
| Deck Hierarchy: Planning H, I, and J decks for refinery and gas processing |
00:03:02
|
| Gas Harvesting: Concept for the front-mounted intake and skimming hardware |
00:05:09
|
| FTL Infrastructure: Integrating liquid helium coolant tanks and FTL coil interfaces |
00:07:35
|
| Team Update: Discussing the roles of Claire, Scotty, Eric, and Jose in development |
00:11:39
|
| Physics Realism: Why fusion reactors in the game are non-explosive and fail safely |
00:19:38
|
| Layout Strategy: Moving emergency power and FTL capacitors into the ship's neck |
00:22:42
|
| Gravity Generation: Using matter-energy conversion to create localized singularities |
00:26:42
|
| Flight Model: Physicalized RCS thrusters and their impact on ship handling |
00:32:39
|
| Modeling Workflow: Adjusting hull curvature using the Curviloft and Split Tools plugins |
01:54:46
|
| Design Ethos: Balancing naval "Super Yacht" aesthetics with functional NASA-inspired details |
03:35:58
|
| Exterior Detail: The role of RCS recesses and future airlock landing pads |
03:39:57
|
|
| 2024-11-13 |
[78](https://www.youtube.com/watch?v=MssisqjJzmQ) |
3 hours, 56 minutes, 33 seconds |
Starship Simulator - Dev Stream - Keel Fin Architecture and Engineering Stairwell Re-alignment
Summary This stream focuses on the structural expansion of the ship's underside, specifically detailing the new "Keel Fin" that houses the FTL capacitors and reactor hardware. The developer spends a significant portion of the stream using SketchUp and Unreal Engine to re-align the main engineering stairwells, adjusting for a 50cm deck height discrepancy introduced in a recent update. Technical work includes demonstrating subdivision modeling (SubD) for smooth geometry, creating custom collision meshes for NPC navigation, and discussing the upcoming December 24th demo release deadline.
|
| Highlight |
timestamps
|
| Structural Reveal: The new Keel Fin and FTL capacitor housing architecture |
00:02:53
|
170ft "Death Tube": Vertical shaft alignment for reactor feeds and lift systems |
00:07:21
|
Logistics: Planning the secondary shuttle bay for mining rigs and repair drones |
00:09:11
|
Red Dwarf Inspiration: Discussion on gas scoops and harvesting hardware |
00:10:10
|
Observation Lounge: Concept for a 360-degree underslung viewing room |
00:11:42
|
Technical Debt: Fixing stairwell heights after deck spacing changes |
00:14:29
|
Roadmap: Confirming the December 24th target for the next major demo update |
00:40:15
|
Modeling Workflow: Demonstrating the SubD and Quad Face Tools plugins for SketchUp |
00:48:08
|
Tool Highlight: Using the Spline Railing tool for complex curved balustrades |
02:27:22
|
Collision Logic: Designing custom simplified meshes to aid NPC NavMesh generation |
03:03:16
|
Engine Pylons: First look at the gray-box geometry for the main engine support structure |
03:50:17
|
In-Game Test: Exploring the internal cavity of the Keel Fin via the dev build |
03:52:34
|
|
| 2024-11-20 |
[79](https://www.youtube.com/watch?v=lBzD2w7r318) |
3 hours, 30 minutes, 57 seconds |
Starship Simulator - Dev Stream - First Stream from the Dev Shed and Deck F/G Floor Modularization
Summary This stream marks the first broadcast from the developer's new dedicated workspace, the "Dev Shed," featuring a live facecam and a tour of the office setup. The technical focus remains on the interior reconstruction of the ship, specifically finalizing the deck separation and modular floor paneling for Decks F and G. Significant progress is made in implementing a standardized socket-based snapping system for geometry, ensuring pixel-perfect alignment for future modding and real-time maintenance mechanics.
|
| Highlight |
timestamps
|
| Workspace Reveal: Tour of the new "Dev Shed" office setup and starlink test |
00:02:31
|
| Deck Alignment: Refining staircase geometry and spline railings between decks |
00:08:39
|
| Keel Fin Architecture: Planning cargo lifts and reactor room connections |
00:11:12
|
| Modular Floor Design: Implementing standardized templates for interchangeable materials |
00:13:38
|
| Maintenance Mechanics: Discussion on floor panel kits and recycling trashed parts |
00:18:57
|
| Interactive Damage: Demonstration of removing panels to reveal structural framework |
00:42:42
|
| Roadmap Update: Planning for the December 24th Public Demo release |
00:46:57
|
| Documentation: Preview of the "In-Universe" Service and Maintenance Manuals |
00:52:04
|
| Tech Stack: Discussion on Unreal Engine 5.5 upgrade and plugin dependencies |
01:05:49
|
| Geometry Workflow: Challenges with triangulation and normal creases in SketchUp |
01:18:42
|
| Gameplay Balance: Repair quality vs. component health and 3D printing new parts |
02:03:28
|
| Ship Systems: Deep dive into the "Self-Sealing" hull insulation and gel tech |
02:33:30
|
|
| 2024-11-24 |
[80](https://www.youtube.com/watch?v=USmxtXX4WWE) |
3 hours, 38 minutes, 48 seconds |
Starship Simulator - Multiplayer Replication Refactor & Engineering Modeling
Summary This stream focuses on resolving critical multiplayer replication issues by refactoring the Galaxy Generation system from a server-side component into a standalone class that runs locally on both client and server. The developer addresses packet-size limitations that prevented large star arrays from syncing, opting for a seed-driven client-side generation to save bandwidth. Parallel work continues on Deck F's physical modeling, specifically engineering wall panels with standardized interchangeability and the implementation of modular snap-sockets for precise asset alignment in Unreal Engine.
|
| Highlight |
timestamps
|
| Technical Architecture: Refactoring Galaxy Gen for Seed-Driven Client-Side Processing |
00:09:04
|
| Multiplayer Logic: Troubleshooting 64KB UDP Packet Size Limits for Star Arrays |
01:08:13
|
| Design Philosophy: Achieving Human-Scale Architecture and Consistent Deck Sizing |
00:30:03
|
| Engineering Gameplay: Explaining Damage/Health Values for Physicalized Hardware |
00:10:46
|
| Visual Tech: Demonstration of Lumen Bounce Lighting and Dynamic Color Bleed |
00:16:31
|
| Modeling Workflow: Implementing Snap-Sockets for Precise Wall/Floor Alignment |
02:23:19
|
| Feature Deep Dive: The Relationship Between Tech Levels and FTL Travel Types |
01:44:27
|
| Physics Engine: Using Multi-Cast Events for Synchronous Hollow-Display Zooming |
00:16:09
|
| Ship Lore: The Design Evolution of Engine Pods and Dual-Purpose Pylons |
00:09:26
|
| UI Tech: Virtualized List View Issues with Client-Side Target Highlighting |
02:28:13
|
|
| 2024-11-27 |
[81](https://www.youtube.com/watch?v=DYEMtGRbGbQ) |
4 hours, 11 minutes, 17 seconds |
Starship Simulator - Client-Side Galaxy Generation & Replication Fixes
Summary This stream focuses on a critical refactor of the procedural galaxy generation system, moving it from a server-side blueprint component to a standalone class that runs locally on both client and server. By using seed-driven logic, the developer ensures that clients generate identical astronomical data without overwhelming network packets, resolving major multiplayer lag issues. The technical deep-dive covers the implementation of "Mega Lights" and Lumen in Unreal Engine 5.5, while also troubleshooting replicated list view scrolling and persistent target highlighting for connected clients.
|
| Highlight |
timestamps
|
| Technical Architecture: Migrating Galaxy Gen to a Standalone Class for Client-Side Processing |
00:07:47
|
| Visual Tech: Testing UE 5.5 "Mega Lights" and Shadow Casting Performance |
00:11:08
|
| Replication Logic: Synchronizing Multi-Sector Star Arrays via Rep-Notify Variables |
00:22:07
|
| Data Management: Implementing Hierarchical Generation Ranges for Different Star Classes |
00:31:08
|
| Networking Milestone: Passing Authority-Based UI Events through Player Controllers |
00:46:03
|
| Simulation Depth: Defining Atmospheric Chemicals and Pressure Suites for Exploration |
00:24:03
|
| UI Tech: Replicating List View Scroll Offsets for Shared Technical Consoles |
03:40:33
|
| Tech Deep Dive: Analyzing SQL Database Locking Issues During Multi-Instance Play |
01:07:56
|
| Feature Demo: Multi-person Scanning Symbiosis in the Astrometrics Lab |
02:58:08
|
| Physics Engine: Addressing SJ-A Supermassive Black Hole Distance Glitches |
02:46:32
|
|
| 2024-12-01 |
[82](https://www.youtube.com/watch?v=QzM65wZyDYk) |
4 hours, 23 minutes, 14 seconds |
Starship Simulator - Engineering Wall Paneling & Mega Lights Deep Dive
Summary This stream focuses on the technical integration of Unreal Engine 5.5's "Mega Lights" and Lumen to achieve real-time bounce lighting and photo-realistic shadows within the ship's interior. The developer spends significant time modeling modular wall panels for Deck F, emphasizing architectural consistency and the use of Nanite to virtualize complex geometry without performance loss. Key bug fixes are also addressed, including the resolution of a long-standing issue where controller input caused the mouse cursor to disappear.
|
| Highlight |
timestamps
|
| Tech Deep Dive: Testing UE 5.5 Mega Lights and Shadowing Performance |
00:11:08
|
| Visual Polish: Demonstrating Lumen's Real-Time Bounce Lighting via Carpet Colors |
00:16:31
|
| Design Philosophy: Adhering to Strict Human-Scale Millimeter-Accuracy in CAD |
00:30:03
|
| Simulation Depth: Explaining Science Lab Sample Analysis and Prob-based Collection |
00:41:52
|
| Engineering Workflow: Using Templates for Per-Deck Wall Panel Interchangeability |
00:27:39
|
| Modeling Milestone: Cutting Complex Geometry for Door Frames and Rubber Seals |
03:02:41
|
| Technical Logic: Implementing Per-Deck Rendering Optimization for FPS Stability |
04:03:12
|
| Feature Demo: The Fixed Conference Room YouTube Player with Real-Time Audio Damping |
04:07:12
|
| Physics Engine: Nanite Position Precision Settings for Curvature Integrity |
02:52:12
|
| Character Systems: Analyzing Elevator Car Proximity and Geometry Intersection Bugs |
04:12:12
|
|
| 2024-12-04 |
[83](https://www.youtube.com/watch?v=nJuoHDmRC-M) |
4 hours, 14 minutes, 28 seconds |
Starship Simulator - FTL Civilization Logic & Fractal Life Experiments
Summary This stream highlights the technical implementation of FTL-capable civilizations versus "Drake Equation" non-spacefaring life, ensuring data awareness of interstellar traffic without detail-generating entire sectors. The developer explores a fractal plugin to create procedurally generated "space corals" and structures, emphasizing seed-based parameters for unique discovery. Significant progress is made on engineering wall paneling, including the implementation of specialized snap sockets to streamline asset placement and ensure architectural consistency across ship decks.
|
| Highlight |
timestamps
|
| Community Event: Christmas Key Giveaway and Tier Rank Explanation |
00:06:31
|
| Technical Architecture: Implementing Snap Sockets for Modular Wall Paneling |
02:48:20
|
| Simulation Depth: Segment-to-Segment State Propagation for Atmosphere/Fire |
01:20:44
|
| Design Philosophy: Balancing Architectural Realism vs. Performance in Wall Panels |
01:31:30
|
| Tech Deep Dive: Differentiating Space-Fairing vs. Non-Space-Fairing Alien Logic |
02:11:01
|
| Procedural Content: Using Fractal Plugins for Unique Interstellar Life Forms |
03:59:05
|
| Physics System: Implementing Encounter Suits and Vacuum State Inheritance |
03:45:41
|
| Ship Lore: The Design Evolution from Magellan to Pathfinder Classes |
03:58:08
|
| Engineering Workflow: Troubleshooting UE5 Input Mapping and Controller Conflicts |
00:23:51
|
| Visual Polish: Material Selection for emergency Bulkheads and Air-locks |
03:39:54
|
|
| 2024-12-08 |
[84](https://www.youtube.com/watch?v=BQWtKS0vfzo) |
4 hours, 21 minutes, 52 seconds |
Starship Simulator - FTL Civilization Framework & Political Sector States
Summary This stream establishes the high-level framework for FTL-capable alien civilizations, introducing four background political states for 100-light-year sectors (None, Independent, Multiple Factions, Single Faction). The developer implements a new "Civ Data" struct to track unique identifiers, tech levels (Warp at 20, Hyperspace at 50), and physiological traits while ensuring data persistence through an SQL-moddable backend. Technical highlights include troubleshooting Unreal Engine struct corruption bugs and developing a "backwards-outwards" star system generation logic to guarantee life-supporting home worlds in the habitable zone.
|
| Highlight |
timestamps
|
| Technical Architecture: Implementing Moddable Sector Data via SQL Databases |
00:12:01
|
| Galaxy Logic: Defining the Four Background Political States for Sectors |
00:11:06
|
| Science Logic: The Hard Line Between Space-Fairing and Drake Equation Life |
00:33:19
|
| Technical Milestone: Working Backwards-Outwards for Habitable Zone Placement |
00:45:52
|
| Game Design: Handcrafted "Hero Races" vs. Procedural "Aliens of the Week" |
00:25:02
|
| Physics Engine: Analyzing Single-Sided Mesh Collision Issues on Deck 10 |
03:18:11
|
| Technical Achievement: First Test Generation of Procedural Civilization Data |
02:35:36
|
| Tech Deep Dive: Modeling Technological Evolution Gaps and Plateaus |
02:43:35
|
| UI Logic: Adding an "Inhabited" Filter to the Long Range Sensor Suite |
04:03:04
|
| Future Vision: Using Translucent Spheres to Visualize Interstellar Territory |
04:16:21
|
|
| 2024-12-11 |
[85](https://www.youtube.com/watch?v=zBs_hgtmTwc) |
4 hours, 23 minutes, 12 seconds |
Starship Simulator - Procedural Alien Generation & Math Weighted Curves
Summary This technical stream highlights the development of the procedural alien civilization engine, specifically focusing on a vowel-consonant pair system for consistent linguistic themes. The developer implements a weighted bell curve distribution to ensure civilization attributes like tech level and temperament favor neutral values while allowing for rare extremes. Technical challenges involve managing Unreal Engine's struct corruption bugs and building "backwards-outwards" star system generation logic to ensure FTL civilizations always have a guaranteed home world in the habitable zone.
|
| Highlight |
timestamps
|
| Procedural Content: Random Name Generation via Syllable Tables |
00:09:35
|
| Science Logic: Defining Alien Physiologies (Mammalian to Silicon-Based) |
00:13:52
|
| World Building: Procedural Village Spawning vs. Static Landing Zones for Cities |
00:17:23
|
| Technical Milestone: Implementing Weighted Curves for Tech Level Distribution |
00:23:26
|
| UI Architecture: Displaying Faction Occupancy on Long Range Scans |
00:41:56
|
| Game Design: Tech Signatures as "Breadcrumb Trails" for Discovery |
00:47:42
|
| Science Implementation: Planet Placement via Black's Formulation and Solar Mass Pools |
02:19:41
|
| Tech Deep Dive: Inverting Bell Curves for Temperament and Xenophobia Stats |
03:25:06
|
| Technical Achievement: Establishing Backwards Generation Logic for Inhabited Zones |
02:57:01
|
| Bug Fix: Managing Struct Save Corruptions and Invalid Blueprint References |
02:15:28
|
|
| 2024-12-15 |
[86](https://www.youtube.com/watch?v=g91IxNgT3ow) |
3 hours, 33 minutes, 01 seconds |
Starship Simulator - Faction Distribution & Spectral Analysis UI
Summary This technical deep-dive focuses on refining the procedural distribution of FTL factions and independent civilizations within 100-light-year sectors, implementing a "circularization" logic to clamp faction territory growth. The developer spends the majority of the stream building out the scientific "fluff" for the stellar sensors, specifically a dynamic spectral analysis tool that maps Unique textures to 80 distinct star classes. Significant work is done on the backend data structures to ensure that stellar physics—such as metallicity relative to Sol and age in billions of years—are accurately calculated and displayed in a tabulated UI format.
|
| Highlight |
timestamps
|
| Procedural Generation: Balancing Faction Density and System Spacing Logic |
00:08:04
|
| Discovery Mechanics: Using Star Maps as Rewards for Peaceful First Contact |
00:17:24
|
| Science Logic: Decoupling Pre-Warp vs. Post-Warp Civilization Generation |
00:21:38
|
| Character Systems: Analyzing Footstep SFX Bugs in "No Head-Bob" Invisible Mesh Mode |
00:45:28
|
| Sensor Physics: Calculating Planetary Counts via Space-Time Gravitational Anomalies |
00:57:17
|
| Development Milestone: Building a Scientific "Spectrum Analysis" Map for 70+ Star Classes |
02:05:09
|
| UI Implementation: Async Loading Textures for Stellar Spectrums to Prevent Frame Drops |
02:10:50
|
| Stellar Physics: The "Green Star" Phenomenon in G-Class (Sol-like) Spectrums |
02:39:53
|
| Math Deep Dive: Formatting Stellar Metallicity and Fusion Rate Ratios |
02:57:17
|
| Technical Refinement: Relative Scaling of UI Elements to Maintain Pixel Density |
03:21:43
|
|
| 2024-12-22 |
[87](https://www.youtube.com/watch?v=0XfBffP6m20) |
4 hours, 6 minutes, 30 seconds |
Starship Simulator - Dev Stream - Sensor Refactoring & Description Generation
Summary In this pre-Christmas technical stream, the developer implements a significant architectural shift by moving sensor description generation from the UI widgets directly into the Galaxy and Star System generators. This "streamlining" ensures that technical summaries are pre-computed at generation time, improving performance and allowing consistent data access across different ship systems. The session also covers the implementation of a more accurate per-body exploration tracking system and the design of a new tabulated layout for stellar physical characteristics.
|
| Highlight |
timestamps
|
| Architectural Shift: Moving Description Generation to Galaxy Gen for Performance |
00:08:18
|
| Technical Logic: Implementing Dynamic Summaries Based on Exploration Level |
00:10:41
|
| Persistence: Planning Unique IDs for Tracking Player Impact on Alien Civilizations |
00:18:52
|
| Multiplayer Vision: Sharing an Online SQL Database for Persistent Galaxy Exploration |
00:24:13
|
| Accessibility: Demonstration of New UI Zoom and Crosshair Scaling Tools |
00:29:22
|
| Science Logic: Core Mass Accretion and Hydrogen Retention in Gas Giant Formation |
00:53:10
|
| Development Philosophy: Why Per-Body Tracking is Superior to Per-System Logic |
00:41:46
|
| Tech Deep Dive: Floating Point Error Analysis in 64-bit Large World Coordinates |
01:59:27
|
| Design Discussion: Command Staff vs. Sensor Symbiosis and "Command Targets" |
02:41:50
|
| UI Implementation: Building a Tabulated Data Layout for Stellar Physics |
03:32:12
|
|
| 2024-12-29 |
[88](https://www.youtube.com/watch?v=4-c7bcQLA4c) |
3 hours, 39 minutes, 16 seconds |
Starship Simulator - Refactoring Sensor Data Persistence and Knowledge Levels
Summary This stream focuses on a major refactor of how exploration and scan data is stored, moving away from arbitrary booleans to a robust per-body knowledge level integer system (1-3). The developer addresses critical issues where the game failed to recognize fully scanned planets, implementing a new macro-based architecture that updates scan data via rep-notifies for multiplayer consistency. Significant time is spent troubleshooting nested array reference bugs in Unreal Engine's blueprint system to ensure that scanning a single planet correctly updates system-wide exploration percentages without requiring a full survey.
|
| Highlight |
timestamps
|
| Technical Architecture: Shifting from Booleans to Per-Body Knowledge Level Integers |
00:06:14
|
| UI Logic: Calculating System Exploration Percentage Based on Object Count |
00:09:08
|
| Blueprint Optimization: Using Local Integers Outside of Macros to Prevent Variable Bloat |
00:11:57
|
| Design Philosophy: Balancing Discipline vs. "Inspiration" and Feature Creep |
00:27:30
|
| Galaxy Scale: Defining Sub-Sectors as 1-Cubic-Light-Year Divisions |
00:39:17
|
| Feature Deep Dive: Procedural Wormhole Logic (Stable vs. Unstable) |
00:47:22
|
| Scanning Mechanics: Removing Click-and-Forget Survey Locks for Intermittent Signals |
00:50:26
|
| Database Strategy: Moving Toward Flat SQL Tables for Complex Star System Hierarchies |
02:07:05
|
| Technical Milestone: Fixing Nested Loop Reference Bugs for Real-Time Array Updates |
02:36:03
|
| UI Refinement: Standardizing Data Layouts for Comparisons to Sol |
03:34:29
|
|
2025 Q1
Dev Streams List for the first quarter of the year 2025 (Click to Expand/Collapse)
| 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 - Macro Architecture and Stellar Limit Logic
Summary This New Year's stream introduces the "mother of all macros" to solve UI data duplication across the three sensor modes, ensuring stellar and planetary data remains consistent. The developer implements critical astrophysical limits, including the Dust Sublimation Limit and the "Lava Line," to prevent unrealistic procedural planet formation too close to stars. Discussion also covers the technical mechanics of the warp drive, the physics of Oort Clouds, and future plans for licensed DLC ships and handcrafted "hero" alien races.
|
| Highlight |
timestamps
|
| UI Architecture: Creating a Master Macro for Multi-Tab Sensor Data |
00:18:12
|
| Science Logic: Implementing the Dust Sublimation Limit (2,000K) for System Gen |
00:20:15
|
| Science Logic: Defining the "Lava Line" (1,200K) and Habitability Ranges |
00:22:51
|
| Feature Lore: Pathfinder Class Ships and Humanity's First Steps Beyond Alpha Centauri |
00:38:10
|
| Technical Design: Physicalized Ship Upgrades and 3D Printed Component Ranks |
00:42:18
|
| Galaxy Scale: Seed Space Comparisons with Elite Dangerous and Andromeda |
00:53:36
|
| Gameplay Mechanic: The Resource Loop (Refineries, Pellets, and Mining Ships) |
01:09:08
|
| Simulation Depth: Localized Damage Spheres and Real-Time Electrical Severing |
01:13:47
|
| Technical Milestone: Defining Tidal Truncation Limits for Volumetric Oort Clouds |
02:09:08
|
| FTL Physics: Detailed Technical Breakdown of the Alcubierre-inspired Warp Field |
02:36:32
|
| Design Discussion: Licensing Licensed Sci-Fi Ships (Star Trek, Red Dwarf, The Expanse) |
03:01:18
|
| Engine Migration: Troubleshooting Mega Lights and Shadow Performance in UE 5.5 |
03:42:42
|
|
| 2025-01-05 |
[90](https://www.youtube.com/watch?v=o-_QGR3FTdw) |
3 hours, 36 minutes, 39 seconds |
Starship Simulator - Orbital Mechanics and Scattered Disc Implementation
Summary This technical development stream focuses on expanding the stellar and planetary data structures, specifically introducing complex orbital characteristics like tidal truncation limits and scattered disc regions. The developer implements the logic for trans-neptunian objects (TNOs) and dwarf planets, ensuring every star system has a Kyper-belt equivalent with random eccentricities. Significant work is also done on "self-healing" exploration data to handle historical save game discrepancies caused by procedural code changes.
|
| Highlight |
timestamps
|
| Technical Milestone: Implementing Tidal Truncation and Hill Radius Logic |
00:05:00
|
| Science Refinement: Defining Dust Sublimation and Lava Lines for System Gen |
00:08:42
|
| Procedural Content: Generating Scattered Disc Regions and Dwarf Planets |
00:12:06
|
| Feature Deep-Dive: Soul System Dwarf Planets (Eris, Sedna, MakeMake) |
00:12:59
|
| Technical Debt: Creating Self-Healing Exploration Survey Logic |
00:17:26
|
| Design Discussion: Planetary Migration and "Hot Jupiters" in Version 2 |
00:21:45
|
| Feature Lore: Introducing the Scrag (Insectoid Big Bad) and DLC Plans |
00:23:11
|
| Development Philosophy: Moving to Local LLM Models for NPC Dialogue |
00:24:41
|
| UI Architecture: Handling Multi-Tab Widget Switching for Sensor Modes |
00:51:05
|
| Technical Fix: Correcting Astronomical Unit Conversion (cm to km) for Orbits |
03:27:41
|
| Visual Tech: Applying exaggerated 3D Topology to Holographic Projections |
01:32:53
|
| Design Discussion: The "Pluto Problem" and Classification as Honorary Planet |
02:32:45
|
|
| 2025-01-08 |
[91](https://www.youtube.com/watch?v=ly5QMAY5UDc) |
3 hours, 26 minutes, 11 seconds |
Starship Simulator - Knowledge Level Logic and Atmospheric Science Refinement
Summary This stream focuses on implementing a tiered "Knowledge Level" system for sensors, ensuring data like atmospheric composition and physical characteristics unlock progressively through scanning. The developer introduces technical refinements to the planetary heating model, "bodging" greenhouse effects based on mass fractions to fix unrealistically cold earth-like worlds. Key technical work also includes clearing persistent variables in the system generator to prevent dwarf planets from inheriting gas giant data and refining the hill radius checks for planet spacing.
|
| Highlight |
timestamps
|
| Technical Milestone: Implementing the Knowledge Level Macro for Sensor UI |
00:16:02
|
| System Gen: Fixing the 1,700-Planet Loop Bug in Inhabited Systems |
00:09:17
|
| Lore: Implementing a Name Blacklist for Procedural Civilizations |
00:06:42
|
| Physics Refinement: Using Hill Radius to Prevent Overlapping Planetary Orbits |
00:07:14
|
| Atmospheric Science: Modeling Greenhouse Heating via Mass Fractions and Albedo |
01:08:34
|
| Technical Bug: Zeroing Gas Giant Chemical Persistence for Terrestrial Worlds |
01:52:19
|
| Save Data Architecture: Storing Scanned State and Discovery Data Persistent Keys |
00:48:50
|
| Visual Tech: Masking Habitation and Tech Signatures on Planetary Shaders |
02:05:24
|
| UI Architecture: Building the L1 to L3 Sensor Data Visibility Triggers |
02:57:16
|
| Development Philosophy: Moving from Arbitrary "Science-Light" to "Science-Driven" Models |
02:26:07
|
| Future Tech: Investigating Local LLMs for In-Game Conversational NPCs |
04:27:07
|
| Design Scope: Collaborating with Sci-Fi Authors for Sector-Specific Lore |
03:21:30
|
|
| 2025-01-12 |
[92](https://www.youtube.com/watch?v=3irRQhqHdtE) |
5 hours, 10 minutes, 12 seconds |
Starship Simulator - Nanite Tessellation and Planetary Sensor Data Overlays
Summary This marathon development session focuses on a major overhaul of the bridge's hollow display and sensor systems, introducing three-dimensional planetary topology through Nanite tessellation. The developer implements detailed sensor data overlays across all modes, including new visual indicators for habitable zones, frost lines, and lava lines. Key technical work includes refining the day/night terminator logic for planetary holographic projections and troubleshooting temperature-based procedural generation bugs for "eyeball" lava worlds.
|
| Highlight |
timestamps
|
| UI Architecture: Adding Civilization and Tech Data to All Sensor Modes |
00:05:42
|
| Visual Tech: Implementing 3D Topology on Hollow Display Planets via Nanite |
00:09:08
|
| Navigation: Visualizing Habitable Zones, Frost Lines, and Lava Lines |
00:06:21
|
| Graphics: Animating Gas Giant Cloud Layers and Managing Tessellation Tearing |
00:26:03
|
| Technical Milestone: Driving Day/Night Cycle Data via Custom Primitive Data |
00:35:03
|
| Physics & Lighting: Simulating Multi-Star Lighting and Color Mixing |
00:39:40
|
| UI Polish: Using Noise Layers and Opacity Transitions for LCD Realism |
00:52:37
|
| Tactical HUD: Masking Coastlines for Tech Signature Density Overlays |
01:43:24
|
| Technical Logic: Fixing Zero-Kelvin Temperature Bugs for High-Heat Planets |
04:42:39
|
| Procedural Content: Mapping Icy Body Exospheres vs. Traditional Atmospheres |
04:34:51
|
| Design Discussion: Balancing Local LLM Implementation for NPC Interaction |
04:27:07
|
| Galaxy Scale: Comparing Starship Simulator's Volume to Elite Dangerous |
04:34:00
|
|
| 2025-01-16 |
[93](https://www.youtube.com/watch?v=jedJNbjOlmE) |
2 hours, 49 minutes, 5 seconds |
Starship Simulator - Kickstarter Update and UI Tutorial Development
Summary This stream blends administrative milestones with technical UI preparation, starting with the drafting of a major Kickstarter update detailing 2024’s development progress. The developer spends a significant portion of the stream performing "tedious but necessary" UI variable mapping for the sensor panels to enable the new tutorial highlighter system. The session concludes with a live community watch party of a SpaceX Starship launch, where the developer analyzes real-world telemetry and launch procedures for future game immersion.
|
| Highlight |
timestamps
|
| Admin: Drafting the 2024 Year-in-Review Kickstarter Update |
00:03:19
|
| Trailer Planning: Storyboarding a Single-Take "Fly-through" Camera Sequence |
00:13:28
|
| Technical Hiring: Seeking Generalists for Motion Matching and Volumetric Shaders |
00:20:32
|
| Feature Lore: Connecting Ship Registry Numbers to a Web-Based Achievement System |
00:25:33
|
| Feature Lore: Handling Registry Prefixes (NCC/UN) and Roleplay Flexibility |
00:32:47
|
| Tactical HUD: Visualizing Energy Spikes on the Hollow Display for 3D Targeting |
00:42:12
|
| Ship Architecture: Detailing the "Ring Road" Corridor on D and E Decks |
00:54:39
|
| Technical Debt: Manually Mapping UI Variables for the Tutorial Highlighter |
01:05:25
|
| Feature Deep-Dive: XNAV (X-ray Pulsar Navigation) and Lore Implementation |
01:48:14
|
| Technical Design: Defining Parent-Child Data Structures for Moons and Multi-Stars |
02:10:35
|
| Space Flight: Live Analysis of SpaceX Starship Integrated Flight Test |
02:22:03
|
| Real-World Tech: Discussing the "Catch Commit Criteria" for Booster Recovery |
02:34:23
|
|
| 2025-01-19 |
[94](https://www.youtube.com/watch?v=ZtpldWPd19A) |
2 hours, 37 minutes, 21 seconds |
Starship Simulator - Nanite Tessellation and Prop Persistence Deep Dive
Summary This session focuses on major technical hurdles, specifically addressing Nanite tessellation crashes and a complete overhaul of the ship's prop system. The developer introduces a new hashing method for object permanence, moving away from dynamic spawning to level-based actors with unique IDs to better support level design. Significant time is also dedicated to troubleshooting a lighting regression in Unreal Engine 5.5, where translucent planetary rings fail to receive light from the star, potentially delaying an engine migration.
|
| Highlight |
timestamps
|
| Visual Update: Implementing 3D Animated Nanite Tessellation on Gas Giants |
00:07:15
|
| Technical Bug: Investigating Infinite Subdivision Crashes with Nanite Carpets |
00:06:42
|
| Physics Interaction: Testing New Ship Collisions and 300 LY/h Travel Speeds |
00:17:14
|
| System Overhaul: Replacing the Data Table Prop System with Unique Hashed IDs |
00:18:44
|
| Procedural Tech: Randomizing Prop Seeds for 8 Billion Unique Variations |
00:23:14
|
| Save Architecture: Managing Dynamic 3D Printed Objects and Sample Returns |
00:32:39
|
| Design Discussion: Addressing Save Bloat and Exploration Data Storage |
00:48:10
|
| Performance: Comparing Database Load Times for 18 Million Star Records |
00:53:46
|
| Blueprint Logic: Implementing "On Begin Play" Transform Updates for Props |
00:59:11
|
| Engine Migration: Troubleshooting Unreal 5.5 Lighting & Ring Transparency |
01:17:21
|
| Shader Deep Dive: Testing Forward Shading and Subsurface Scattering Fixes |
01:27:07
|
| Critical Failure: 5.4 Corruption and Missing DLLs Force a Reinstall |
02:33:35
|
|
| 2025-01-22 |
[95](https://www.youtube.com/watch?v=7Er_jsr4WFQ) |
0 hours, 36 minutes, 54 seconds |
Starship Simulator - Engine Migration (UE 5.5) and Physics Prop Overhaul
Summary This stream documents the transition of the project to Unreal Engine 5.5, specifically testing the performance of "Mega Lights" and resolving Nanite tessellation crashes. The developer demonstrates a major overhaul of the prop persistence system, moving away from data tables to a unique ID system that allows for design-time placement and reliable saving of object locations. Technical work also begins on refining the lift shaft geometry and sealing the outer maintenance tunnels on G-Deck to prevent players from falling through the hull during the tutorial.
|
| Highlight |
timestamps
|
| Engine Migration: Fixing Blueprint Corruption and Shaders in Unreal 5.5 |
00:01:19
|
| Visual Tech: Testing Nanite Tessellation and 3D Terrain on Planets |
00:07:27
|
| Gas Giant Research: Volumetric Cloud Goals and Tessellation Tearing Issues |
00:09:05
|
| Persistence Overhaul: New Unique ID System for Object Permanence |
00:15:03
|
| Jonesy the Cat: Pathing Fixes and NPC Interaction |
00:17:44
|
| Physics Testing: Pool Ball Friction and Interaction on the Rec Deck |
00:18:10
|
| Level Design: Prop Placement and Construction Sites on B-Deck |
00:21:51
|
| Collision Tech: Movement-Aware Detection to Prevent Wall Phasing |
00:22:44
|
| Technical Debt: Addressing Z-Fighting and Maintenance Tunnel Gaps |
00:26:31
|
| Modeling: Cleaning up Legacy Lift Shaft Geometry for a "Clean Run" |
00:30:47
|
| Safety Fix: Sealing G-Deck Maintenance Tunnels to Prevent Space-Falls |
00:32:45
|
| Dev Chat: Reflections on Progress and Recruiting After the Demo |
00:35:28
|
|
| 2025-01-22 |
[96](https://www.youtube.com/watch?v=uq1R9hH6JhM) |
3 hours, 27 minutes, 12 seconds |
Starship Simulator - F-Deck Framework and Lift Shaft Refinement
Summary This stream focuses on critical structural modeling and bug fixing within the ship's interior, specifically targeting the F-Deck and the vertical lift shafts. The developer spends significant time cleaning up geometry overlaps in the lift shafts and implementing server-authoritative logic for lift doors to ensure stability in multiplayer environments. Additionally, the stream explores the technical layout of the rear cargo holds and the "winding passage" that leads players through the ring pylons to the main engines.
|
| Highlight |
timestamps
|
| Technical Milestone: Cleaning up Lift Shaft Geometry and Airtightness |
00:08:40
|
| Development Philosophy: SketchUp vs. Blender for Architectural Modeling |
00:13:32
|
| Simulation Detail: NPC Schedules, Personal Quarters, and "Stalker" Logic |
00:19:04
|
| Technical Deep Dive: Planetary Surface Transitions via Shuttle Cutscenes |
00:20:07
|
| Engine Architecture: Static Interiors vs. Moving Space Physics |
00:29:44
|
| Lore & Hardware: Renaming Sensor Modes to Specific Array Titles (Hits/Elgas) |
00:43:24
|
| Technical Limitation: Explaining the 50 Light-Year Galaxy Data Cap |
00:49:02
|
| Ship Design: Planning Rear Cargo Holds and the Main Cargo Lift |
01:34:35
|
| Multiplayer Fix: Replicating Lift Button Presses for Client-Server Authority |
01:58:46
|
| Structural Work: Cutting F-Deck Framework and Sheet Metal floor heights |
02:07:02
|
| Design Concept: Evaluating Downward-Facing Windows in Cargo Areas |
02:42:14
|
| Technical Fix: Resolving Vertical Twisting in Curved Geometry Segments |
03:22:26
|
|
| 2025-01-26 |
[97](https://www.youtube.com/watch?v=aTn4QFNlLZY) |
3 hours, 11 minutes, 11 seconds |
Starship Simulator - Engine Prototyping & Multiplayer Stress Tests
Summary This session highlights the introduction of sublight engines and a new braking model, including the implementation of visual plasma effects and physical engine pods with internal maintenance access. The developer demonstrates a new remote SQL database system for managing backer credits and star systems, allowing for real-time updates without patching. A significant portion of the stream is dedicated to a multiplayer stress test with 16+ players, identifying critical lag in physics replication and a hard-coded 16-player session cap that requires a backend fix.
|
| Highlight |
timestamps
|
| Technical Milestone: Implementing Prograde and Retrograde Braking Engines |
00:07:01
|
| Data Architecture: transitioning Backer Credits to Remote MySQL Database |
00:16:35
|
| Multiplayer Test: Identifying 16-Player Session Cap and Replication Lag |
00:57:05
|
| AI Navigation: Fixing Client-Side Lift Movement and Door Synchronization |
02:14:13
|
| Graphics: Debugging Nanite Tessellation Subdivisions and Engine Crashes |
00:15:00
|
| UI Architecture: Resolving the Long-Range Sensor Zoom (AU vs Light Years) Bug |
03:00:16
|
| Physics Engine: Prototyping "Plaid Mode" Warp Effects and UVS |
01:03:59
|
| Hardware Logic: Engine Pod Support pylons and Internal Stairwell Design |
00:02:40
|
| Immersion: Adding Customizable Glass Tints and specular Reflection fixes |
00:09:21
|
| Interaction Design: improving Chair Collision Traces for Better UI Access |
00:04:00
|
| Astrophysics: Calculating Star Visibility based on Apparent Magnitude Culling |
02:57:25
|
| Security: Explaining the SQL Password Encryption and Decryption Workflow |
02:03:20
|
|
| 2025-01-29 |
[98](https://www.youtube.com/watch?v=XQ_9Y-qv_Wc) |
4 hours, 7 minutes, 35 seconds |
Starship Simulator - F-Deck Maintenance Tunnels & Modding Architecture
Summary This technical deep-dive covers the integration of remote and local SQL databases to handle backer data and modded star systems, allowing for real-time updates without patching. The developer demonstrates a new modular "Snapping Guide" system to speed up interior geometry placement and details the ongoing construction of F-Deck's maintenance ring and lower engine pod access. Discussions include the rationale for avoiding ladders in favor of human-scale stairs, the implementation of pressure vessel logic for unpowered door states, and the future transition toward Lumen for realistic bounce lighting.
|
| Highlight |
timestamps
|
| Data Architecture: transitioning Backer and Mod Data to MySQL/SQLite Databases |
00:07:30
|
| Modding Support: demonstration of Custom Star System Entry via SQL Browser |
00:08:03
|
| Workflow Optimization: Designing a Shared Socket Snap Guide for Modular Assets |
00:35:02
|
| Architectural Update: Engine Pod Support Refinement and Stair Slope Design |
00:02:40
|
| Hardware Logic: why Ladders are Prohibited for Logistics and AI Pathing |
00:04:47
|
| Systems Deep-Dive: pressure Vessel Logic for Sealing Unpowered Ship Doors |
02:34:10
|
| Maintenance Tech: Prototyping Flappy Door Panels for Manual Overrides |
02:36:02
|
| Astrophysics: Explaining Metallicity and Galactic Goldilocks Zones for Inhabited Worlds |
03:10:15
|
| Sound Design: Discussing muffled Audio Propagation in Vacuum plumages |
03:54:03
|
| Immersion: Visual Inspection Ports for Manual Hull Integrity Checks |
00:32:12
|
| Technical Milestone: Upgrading to Unreal 5.5 and Addressing nanite Spline Bugs |
03:37:34
|
| Interaction Design: Set-up of Default Custom Primitive Data for pre-Runtime Lighting |
00:17:43
|
|
| 2025-02-02 |
[99](https://www.youtube.com/watch?v=xptp6vxXRT8) |
4 hours, 22 minutes, 18 seconds |
Starship Simulator - Modding Star Systems & Engine Debugging
Summary This technical deep-dive covers the transition of backer data and star systems to a remote MySQL database, enabling immediate updates outside of regular patch cycles. The developer introduces the first implementation of local SQLite modding support for custom star systems and races. Significant time is spent troubleshooting Unreal Engine 5.4 shader and material browser crashes, eventually necessitating a purge of the derived data cache. Work also progresses on modular wall paneling workflows and localized stairwell lighting solutions.
|
| Highlight |
timestamps
|
| Data Architecture: transitioning Backer Data to Remote MySQL Database |
00:05:45
|
| Modding Support: introducing Local SQLite Database for Custom Star Systems |
00:06:52
|
| Technical Tutorial: how to Add Custom Races and Stars via SQL Browser |
03:45:32
|
| Technical Analysis: analyzing v0.2.2.5 Collision and Shader Browser Crashes |
02:50:00
|
| Systems Deep-Dive: why Starship Sim Avoids "Hit-Point Based" Ship Explosions |
00:16:04
|
| Logic Systems: Segmented Ship Design for Fire and Atmosphere Propagation |
00:20:29
|
| Workflow Optimization: Designing a Shared Socket Anchor System for Modular Assets |
00:35:02
|
| Asset Creation: prototyping "Plaid Mode" Warp Effects and UVS |
01:03:59
|
| Hardware Logic: Sub-component Modularity in Fusion Reactors and Breaker Boxes |
00:30:47
|
| Immersion: the "Wave Test" and Believable Proxy Crew Rendering for Shuttles |
02:43:27
|
| Bug Fix: clearing Derived Data Cache to resolve Material Compile Failures |
03:42:26
|
| Ship Lore: explaining the "Hardening Ooze" Hull Insulation Safety Measures |
03:30:40
|
|
| 2025-02-05 |
[100](https://www.youtube.com/watch?v=kXYdKRpQd2U) |
4 hours, 47 minutes, 28 seconds |
Starship Simulator - Snapping Tools & Exterior Dome Design
Summary This technical deep-dive focuses on streamlining ship interior construction using a custom "Snapping Guide" system that standardizes anchor points across all decks for rapid wall, floor, and ceiling placement. The developer demonstrates the creation of an ornate exterior glass dome for the central stairwell, detailing the engineering considerations for slotting prefabricated modules into the ship's framework. Key discussions include the physics of "poppable" hull insulation, the implementation of single-sample triplanar mapping for performance-heavy materials, and the logic behind curved vs. straight door tracks.
|
| Highlight |
timestamps
|
| Workflow Optimization: Standardizing Anchor Points with Snapping Guides |
00:05:00
|
| Asset Design: Constructing the Ornate Exterior Glass Dome for Stairwells |
01:40:11
|
| Interaction Design: Modular Lighting Strips and Independent Damage Values |
00:15:20
|
| Ship Lore: Functional "Poppable" Hull Insulation for Vacuum Sealing |
04:10:04
|
| Rendering Tech: Performance Benefits of Single-Sample Triplanar Mapping |
04:11:44
|
| Technical Milestone: Upgrading to Unreal 5.5 and Resolving Nanite Crashes |
00:14:29
|
| Gameplay Design: Physical NPC Cooking Interactions and Quality Control |
03:05:08
|
| Architectural Update: Central Science Corridor Layout and Lab Count |
00:56:26
|
| Engineering: Designing Prefabricated Module Slotting and Weld Lines |
03:37:11
|
| Simulation Logic: Health, Quality, and Resilience Decay in Repaired Items |
03:55:31
|
| Optimization: Explaining Occlusion Query Removal via Deck Awareness |
01:30:26
|
| Interaction Design: Rerouting Power and Fixing Default Custom Mesh Data |
00:17:49
|
|
| 2025-02-09 |
[101](https://www.youtube.com/watch?v=x-l4pIyBQ_8) |
4 hours, 41 minutes, 29 seconds |
Starship Simulator - Stairwell Refinement & Dynamic Loading Screens
Summary This technical development stream focuses on the meticulous refinement of the ship's central stairwell, including the placement of modular ballustrades and joining pieces for the handrails. The developer demonstrates a major iteration of the game's loading screen, transforming it into a dynamic construction sequence that builds the ship layer-by-layer using pre-rendered deck geometry. Key discussions include the passive skill system for crew roles, the implementation of voxelized terrain for planetary landings, and the strategic move toward smaller, focused patch cycles for future updates.
|
| Highlight |
timestamps
|
| Architectural Update: Ligning up Ballustrades and Joining Blocks on Stairwells |
00:06:56
|
| Technical Milestone: Upgrading to Unreal 5.5 and Resolving Nanite Crashes |
00:14:29
|
| Planet Tech: Exploring Voxelized Terrain vs. Height Maps for Overhangs |
00:40:45
|
| Simulation Logic: Explaining the Passive Skill System and Quality-Based Repairs |
00:42:51
|
| Asset Design: Prototyping Ornate Raised Light Fixtures for B-Deck Ceilings |
00:19:08
|
| UI Architecture: Designing the Dynamic "Ship Construction" Loading Screen |
01:38:08
|
| Modeling: Improving Workflow by Integrating Cutout Geometry into Bolts |
01:16:59
|
| Roadmap: Detailed Breakdown of v0.2.2.6 Bridge Interaction & NPC Spawning |
02:15:10
|
| World Building: Finalizing the Captain and Senior Officer Quarters on B-Deck |
00:23:06
|
| Optimization: Explaining Deck-Based Actor Culling for Occlusion Efficiency |
01:30:26
|
| Systems Deep-Dive: Proxy Vessel Logic for believing "Wave Test" Interactivity |
02:43:27
|
| Bug Fix: resolving Refraction and Opacity Overlap Issues with Warp Effects |
02:34:22
|
|
| 2025-03-05 |
[102](https://www.youtube.com/watch?v=d8GJioDYXf4) |
4 hours, 6 minutes, 58 seconds |
Starship Simulator - Stairwell Refinement & Unreal 5.5 Upgrade
Summary Returning from a trip to Florida, the developer focuses on finalizing the central stairwell area, ensuring that glass handrails and structural joining blocks align perfectly for copy-pasting across all decks. A major technical milestone is the upgrade to Unreal Engine 5.5, which resolves several engine crashes related to nanite tessellation and Shader issues from the previous version. The stream also includes a discussion on the future implementation of alien crew members, the "Wave Test" for proxy vessel interactivity, and the refinement of planetary atmosphere cut-off points for shuttle transitions.
|
| Highlight |
timestamps
|
| Technical Milestone: Upgrading Project to Unreal Engine 5.5 for Stability |
00:14:22
|
| Asset Refinement: finalizing Glass Handrails and Joining Blocks for Stairwells |
00:11:52
|
| Planet Tech: testing Nanite Tessellation and Scaling at 1:1 Scale |
00:15:52
|
| Lighting Design: demonstration of Ambient Lighting and Potato Mode Performance |
00:26:31
|
| Logic Systems: Designing the Probe Bay Cache and "Banished" Style Logistics |
00:08:52
|
| Roadmap: Planning Spawnable NPCs for Bridge Helm and Sensors in v0.2.2.6 |
02:16:18
|
| Systems Architecture: Explaining the "Wave Test" and Proxy Vessel Interactivity |
02:43:37
|
| Interaction Design: Prototyping Dynamic Bolts for Manual Panel Removal |
01:10:50
|
| Modeling: Constructing New Ceiling Lighting Panels with Wooden Trim |
01:41:55
|
| Gameplay Balance: Non-Violent Exploration Mode and Hostile Alien Warnings |
02:57:06
|
| Recruitment: Planning for Character and Ship Modular Artists |
02:25:58
|
| Hardware Logic: Tactical Value of Exposed Hardware for Rapid Maintenance |
04:06:12
|
|
| 2025-03-09 |
[103](https://www.youtube.com/watch?v=XUXSC1uZV_s) |
4 hours, 13 minutes, 17 seconds |
Starship Simulator - Stairwell Refinement & Global Illumination
Summary This session focuses on the technical refinement of the central stairwell area, resolving geometry overlaps and aligning modular wall and floor panels across Decks C, D, and E. The developer experiments with Lumen (Unreal Engine 5’s global illumination system), demonstrating real-time bounce lighting and material-based color bleeding while discussing the performance challenges of voxelized lighting in dense ship interiors. Key discussions include the future implementation of spawnable NPCs on the bridge and the decision to maintain exposed hardware for rapid maintenance gameplay.
|
| Highlight |
timestamps
|
| Architectural Update: Stairwell Geometry Alignment and Support Brackets |
00:02:37
|
| Technical Milestone: Implementing Multi-Deck Snapping Guides for Panel Workflow |
00:07:32
|
| Lighting Deep-Dive: Analyzing Lumen Performance and Voxelization Issues |
00:11:28
|
| Rendering: Demonstration of Real-Time Bounce Lighting and GI Color Bleeding |
02:57:11
|
| Modeling: Reconstructing Modular Floor X-Crossroads and T-Junctions |
00:40:00
|
| Roadmap: Previewing Spawnable NPCs for Bridge Helm and Sensors in v0.2.2.6 |
02:16:10
|
| Design Standards: Unified Ship Quad-Based Numbering and Naming Convention |
02:57:41
|
| Systems Design: Quality vs. Health Decay in Repaired Ship Components |
03:55:38
|
| Hardware Logic: Tactical Value of Exposed Bolts for Rapid Maintenance |
04:06:12
|
| World Building: Persistent Expedition Missions and Mission Over Scoring |
00:18:12
|
| Logistics: Designing the Probe Bay Cache and Deck Crew Logistics System |
00:08:53
|
| UI Architecture: Standardizing Right and Left Justified Panel Labels |
01:39:33
|
|
| 2025-03-12 |
[104](https://www.youtube.com/watch?v=-Ehk-BPHVkY) |
4 hours, 15 minutes, 41 seconds |
Starship Simulator - Science Labs & Logistics Infrastructure
Summary This development session focuses on fleshing out the science deck (C-Deck) and the underlying logistics infrastructure of the ship. The developer introduces a "cache-based" logistics system for NPC deck crew, inspired by the game *Banished*, to manage the physical transfer of geological and biological samples from probes to labs. Technical work includes the implementation of standardized snap guides for modular corridor rings across multiple decks and the initial rough-in of the two-story astrometry lab and medical facilities.
|
| Highlight |
timestamps
|
| Architectural Update: Roughing in the Forward Park & Mall Platform |
00:03:40
|
| Logistics Systems: Designing a "Banished" Style Cache System for Samples |
00:08:53
|
| Technical Workflow: Using Snap Guides to Synchronize Work Across Three Decks |
00:11:10
|
| View Distance Logic: Rotating Ring 2 Corridors by 45° for Performance |
00:14:54
|
| Layout Strategy: Segregating Industrial Engineering from Habitable Zones |
00:21:25
|
| World Building: Multifaith Chapels and Contemplation Spaces on v0.2.2.5 |
00:27:50
|
| Engineering Deep-Dive: Battery Administration and Refinery Gantry Layouts |
00:30:25
|
| Technical Analysis: Draw Call Benefits of Nanite Virtualized Geometry |
00:18:02
|
| NPC Interactivity: Physicalized Cooking Mechanics and Griddle Logic |
03:05:08
|
| Ship Lore: AR Headsets and Bluetooth Integration for HUD/Navigation |
03:25:34
|
| Roadmap: Previewing the Military Carrier Vessel and War Expansion |
03:33:03
|
| Systems Design: Proxy Vessel Logic for Seamless External "Wave Test" Interactivity |
04:42:13
|
|
| 2025-03-16 |
[105](https://www.youtube.com/watch?v=2G_-cJ9yNbA) |
4 hours, 18 minutes, 38 seconds |
Starship Simulator - Corridor Logic & Wall Panel Workflow
Summary This technical deep-dive focuses on the systematic layout of C-Deck, utilizing custom "Snap Guide" templates and plugins to streamline geometry placement. The developer demonstrates a high-efficiency wall panel workflow, achieving a recorded milestone of under 9 minutes from mesh creation to in-engine placement. Key discussions include the persistent mission structure, the localized damage model using spheres of influence, and the design of the central science corridor and its associated lab storage logistics.
|
| Highlight |
timestamps
|
| Workflow Optimization: Implementing Snap Guides and Socket Snapping Plugins |
00:08:07
|
| Technical Analysis: Resolving Non-Co-Planar Vertex Issues in SketchUp |
00:19:08
|
| AI Navigation: Debugging Nav Mesh Connectivity and Stairwell Pathing Bridges |
00:06:05
|
| Roadmap: Transitioning from Character Creator 4 to Metahumans for v0.2.2.6 |
00:36:54
|
| Design Standards: Maintaining Consistent Segment Sizes for Interchangeable Panels |
00:09:37
|
| Systems Deep-Dive: Localized Damage Propagation via Local Spheres of Influence |
01:50:13
|
| World Building: persistent Missions, Crew Scoring, and Hardcore Save Modes |
01:59:08
|
| Interactive Assets: Prototyping Curved Door Tracks vs. Straight Geometry |
02:20:28
|
| Architectural Preview: Roughing in the Forward Park and Mall Section |
02:55:17
|
| Speed Modeling: Timing a Wall Panel Workflow (8m 40s from Mesh to Engine) |
03:28:44
|
| Hardware Logic: Proposing Wireless Power Rings and Internal Device Batteries |
03:40:30
|
| Optimization: Rebuilding Nav Meshes and Culling Collisions on Snap Guides |
04:08:22
|
|
| 2025-03-19 |
[106](https://www.youtube.com/watch?v=SjJ1B7KNJAU) |
4 hours, 37 minutes, 16 seconds |
Starship Simulator - Science Labs & Astrometry Layouts
Summary This development session focuses on the architectural layout of the science deck, specifically roughing in the two-story astrometry lab and sample storage partitioning for various lab spaces. The developer discusses the logistics of resource mining via probes and the physical transfer of samples through modular labs. Significant technical work is performed on wall panel modularity, including the integration of window actors with privacy screen logic and a critical performance hotfix for transparent warp effects.
|
| Highlight |
timestamps
|
| Technical Milestone: Modular Science Lab Partitioning & Sample Storage Logic |
00:03:26
|
| Design Deep-Dive: Two-Story Astrometry Lab Layout & Hollow Display Design |
00:09:53
|
| Systems Design: Resource Logistics and Probe-to-Lab Physical Sample Workflow |
00:07:35
|
| World Building: Persistent Ships, Crews, and Hardcore "Mission Over" Scoring |
00:18:12
|
| Communications: Varied Tech Levels and Language Database Linguistics Gameplay |
00:24:13
|
| AI & Automation: Utility Rooms, Droid Charging Stations, and "Wall-E" Aesthetic |
00:55:31
|
| UI Mechanics: Signal Spectrum Scanning Inspiration from Web SDRs |
00:36:55
|
| Medical Gameplay: Multi-Step Diagnostic Tasks and Treatment Selection Risk |
01:50:05
|
| Modeling: Constructing Modular Window Frames with Rubber Seals and Bevels |
02:04:19
|
| Performance Optimization: Improving Shader Complexity via Warp Bubble Visibility Logic |
04:18:14
|
| Technical Analysis: Solving Z-Fighting and Mirrored Scaling in Editor Snapping |
03:05:05
|
| Interactive Assets: Proposing Privacy Screens and Hollow Projection for Windows |
01:47:11
|
|
| 2025-03-23 |
[107](https://www.youtube.com/watch?v=XKpKJZ2eeMw) |
4 hours, 15 minutes, 16 seconds |
Starship Simulator - Roomba Logic & Crew Quarters Layouts
Summary Returning from the Sci-Fi Weekender convention, the developer showcases significant progress on Decks C, D, and E, including the rough-in of crew quarters and storage solutions for science labs. A major portion of the stream is dedicated to a technical deep-dive into the "RM-84" (Roomba) AI, specifically optimizing its pathing logic to prioritize the dirtiest floor tiles using array sorting. The discussion also covers the future "Galaxy 2.0" refresh, the implementation of role-based gameplay, and the transition toward rapid-fire patches following the upcoming demo release.
|
| Highlight |
timestamps
|
| Technical Showcase: Convention Progress on Deck C/D/E Paneling |
00:06:06
|
| Design Philosophy: Moving from Symmetrical to Open-Plan Crew Quarters |
00:14:57
|
| AI Systems: Refinement of Roomba (RM-84) Grunge Detection & Cleaning Priority |
00:24:26
|
| Programming: Implementing Array Sorting for Optimized NPC Target Acquisition |
00:35:54
|
| Asset Creation: Rapid Iteration on B-Deck VIP Stateroom Flooring |
00:52:34
|
| Roadmap: Detailed Breakdown of v0.2.2.6 Bridge Refresh & NPC Interaction |
01:43:13
|
| Systems Architecture: Explaining the Galaxy 2.0 Refresh & Sublight Flight |
01:47:13
|
| Gameplay Design: Role-Based Mechanics and Personal Jobs Boards |
01:49:51
|
| Technical Deep-Dive: Node-Based Message Propagation for Fire/Air Systems |
02:23:54
|
| Modeling: Reconstructing 1.5m Science Lab Door Frames & Bulkhead Junctions |
02:54:10
|
| Immersion: Adding Detail-Rich Ceiling Panels with Exposed Wiring Models |
04:02:34
|
| Traffic Flow: Analyzing NPC Bottlenecks and Stairwell Efficiency |
04:11:07
|
|
| 2025-03-26 |
[108](https://www.youtube.com/watch?v=BlNVo_NPIKU) |
4 hours, 56 minutes, 11 seconds |
Starship Simulator - Crew Quarters Doorways & Naming Conventions
Summary This technical session focuses on the meticulous production of doorways and wall panels for the crew quarters on Decks D and E. The developer demonstrates the process of creating modular door frames with high-fidelity chamfers for realistic light response, while discussing the refined interior numbering convention for ship segments and bulkheads. Extensive work is done to synchronize geometry across mirrored rings and integrate "You Are Here" wall screens to ensure intuitive navigation for the crew.
|
| Highlight |
timestamps
|
| UI Architecture: Standardizing Wall Screens to 16:9 Aspect Ratio |
00:04:32
|
| Navigation Logic: Implementing "You Are Here" Information Terminals |
00:08:05
|
| Milestone Update: Progress on Ring 1 and 2 Framework Completion |
00:09:46
|
| Ship Standards: Finalizing the Clockwise Segment Numbering Convention |
00:13:42
|
| Technical Milestone: Redefining Ring 0 as the Central Engineering/Bridge Core |
00:17:21
|
| Modeling: Recreating Human-Scale Crew Quarter Door Geometry (1.2m Width) |
00:21:59
|
| Roadmap: Previewing the NPC Command System and Bridge Ceiling Overhaul for v0.2.2.6 |
00:54:46
|
| Systems Design: Nested Data Structures for Moons and Multi-Star Systems |
01:08:01
|
| Asset Integration: Analyzing the Impact of Soft Edges on CGI Realism |
01:30:22
|
| Gameplay Balance: Strategic Customization of Uniforms and Alert States |
02:01:13
|
| Planetary Tech: Explaining the Flat-Plane Terrain Generation vs. Spherical Simulation |
02:58:44
|
| Sound Design: Previewing the RM-84 Cleaning Droid Voice Lines |
04:12:42
|
|
| 2025-03-30 |
[109](https://www.youtube.com/watch?v=EeA1Pq2sl1g) |
5 hours, 23 minutes, 11 seconds |
Starship Simulator - Deck Map Overhaul & Wall Screen Optimization
Summary This extended development session focuses on overhauling the ship's deck maps and optimizing wall screen actors to improve rendering efficiency and visual clarity. The developer transitions from a unified wall-and-screen mesh to a modular actor system that maintains consistent screen positioning despite corridor curvature. Significant time is dedicated to creating high-resolution 2D map templates for B and C decks using SketchUp exports, which are then integrated into the in-game UI with dynamic "You Are Here" indicators and updated room labels.
|
| Highlight |
timestamps
|
| Technical Optimization: Decoupling Wall Screen Actors from Corridor Geometry |
00:05:04
|
| Map Workflow: Using SketchUp Overlays to Resolve Thin Geometry Visibility |
00:08:30
|
| Design Philosophy: Avoiding Proprietary IP and Copyright Infringement |
00:11:15
|
| Systems Deep-Dive: Proposal for Granular Segmented Power Cables vs. Event-Driven Logic |
00:25:34
|
| Electrical Simulation: Resistance, Amperage, and Two-Way Load Messaging |
00:29:36
|
| Geometry Efficiency: Analyzing Wasted Space and Deck Layout Optimization |
00:57:09
|
| Asset Creation: Building the B-Deck Map Template and Doorway Cutouts |
01:04:02
|
| Technical Analysis: High-Resolution Screenshot Artifacts and TAA vs. DLSS for UI |
02:19:45
|
| Platform Update: Steam Deck Native Performance and Console Porting Outlook |
02:25:15
|
| UI Implementation: Calculating Coordinate Offsets for "You Are Here" Indicators |
03:01:35
|
| Map Design: Integrating Bulkhead Visuals and Science Lab Layouts on C-Deck |
03:37:34
|
| Rendering: Utilizing Nanite Tessellation and Noise Functions for Engine Effects |
01:46:10
|
|
2025 Q2
Dev Streams List for the Second quarter of the year 2025 (Click to Expand/Collapse)
| 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 - Dev Stream - Modeling Window and Door Panels
Summary This technical session focuses on refining the ship's internal architecture and UI systems ahead of the demo update. The developer implements a series of "spit and polish" fixes, including the creation of segmented wall and floor panels for engineering and the integration of 2D map overlays for D and C decks. Key technical discussions include the implementation of "United Nations Operating System" (UNOS) lore, the challenges of local vs. server-side AI model integration, and the mechanics of a new 3D spline-based pathfinding system for improved tutorial navigation.
|
| Highlight |
timestamps
|
| Tutorial Logic: Implementing the SCMI (Space-Time Curvature Mass Inferencer) Array |
00:06:30
|
| UI Architecture: Explaining the UNOS (United Nations Operating System) Lore |
00:05:02
|
| Technical Insight: Proposed Cloud-Sync Discovery Database and Vessel Registry System |
00:11:07
|
| Game Architecture: Resolving Nav-Mesh Pathing Errors with Hidden Collision Slopes |
00:25:00
|
| Modeling Deep Dive: Workflow for Curved Segmented Door Frames in SketchUp |
01:00:00
|
| Navigation Tech: Implementing 3D Spline-Based Pathfinding for Player Tutorials |
00:06:58
|
| Tech Discussion: Limitations of Replicating 64-bit Coordinates as 32-bit Floats |
00:05:49
|
| Physics System: Troubleshooting Interaction Traces Blocked by Door Trigger Volumes |
02:48:33
|
| Layout Planning: Future Staircase Access to the Keel Fin and Double-Height Rooms |
00:19:00
|
| Procedural Content: Discussion on Multi-Star System and Moon Orbit Implementation |
03:38:21
|
| Design Philosophy: Clunky Rotating Rings for Low-Tech McGillan Class Lore |
03:20:28
|
| Feature Preview: Future Plans for a Small-Crew "Corporation" Exploration Ship |
04:42:10
|
|
| 2025-04-06 |
[111](https://www.youtube.com/watch?v=rfNzBJg4gIs) |
3 hours, 48 minutes, 01 seconds |
Starship Simulator - Dev Stream - Live Bug Fixing and Multi-player Stress Testing
Summary This stream focuses on real-time bug fixing and stress testing of the game's multiplayer systems. The developer addresses several critical issues, including static background stars during ship rotation, client-side UI desynchronization on sensors, and interaction traces being blocked by door trigger volumes. Technical highlights include the implementation of 30 FPS ship rotation replication to balance performance and smoothness, the deployment of a new 3D spline-based pathfinding tool for tutorials, and a discussion on future architectural changes for the ship's laboratory deck (C-Deck).
|
| Highlight |
timestamps
|
| Technical Logic: Resolving Static Background Stars via Replicated Multi-cast |
00:27:41
|
| Multi-player Sync: Implementing 30 FPS Rotation Updates to Preserve Bandwidth |
00:33:19
|
| Level Design: Finalizing F-Deck Maintenance Tunnel Railings and Floor Plates |
00:04:10
|
| Interaction Fix: Adjusting Door Collision Channels to Unblock Item Traces |
02:48:33
|
| Navigation Tech: Debugging Nav-Mesh Pathing Errors for Cryo Room Stairs |
02:18:40
|
| Science Implementation: Integrating the Simbad Database for 18 Million Real Stars |
03:27:47
|
| Ship Architecture: Proposed Widening and Theming of the C-Deck Lab Ring |
03:43:46
|
| Modeling: Adjusting Fallback Mesh Complexity for High-Precision Collisions |
00:11:04
|
| Logic Refinement: Implementing 5-Second Delay Logic for Multi-Deck Door Safety |
03:24:34
|
| Multiplayer Insight: Troubleshooting Late-Join Desync via RepNotify State Files |
03:00:06
|
| Development Road Map: The Beta Branch and Launch Strategy for the New Demo |
00:11:53
|
| Sound Design: Updating Attenuation and Occlusion Logic for Dynamic Corridors |
02:39:51
|
|
| 2025-04-09 |
[112](https://www.youtube.com/watch?v=zAvx1ZfvSDQ) |
4 hours, 6 minutes, 39 seconds |
Starship Simulator - Dev Stream - Modeling Stairs and Nav Mesh Debugging
Summary This technical deep-dive focuses on architectural modeling and collision debugging for the ship's engineering decks. The developer addresses a significant "hovering" bug on stairs by rebuilding complex collision meshes and refining the Nanite fallback complexity settings. Key design discussions include the implementation of a vessel registry system for discovery attribution, the "United Nations Operating System" (UNOS) lore, and the scientific principles of mass-energy equivalence used to justify the ship's artificial gravity and FTL drives.
|
| Highlight |
timestamps
|
| Technical Logic: Debugging "Hovering" Collisions on Engineering Stairs |
00:04:53
|
| UI Architecture: Explaining the UNOS (United Nations Operating System) Lore |
00:05:02
|
| Science Implementation: The SCMI (Space-Time Curvature Mass Inferencer) Hardware Array |
00:06:43
|
| Rendering Tech: Nanite Fallback Mesh Complexity and Collision Precision |
00:10:55
|
| Modeling: Adjusting Stair Riser Distribution for Expanded Deck Heights |
00:18:00
|
| World Building: Vessel Registration and Persistent Discovery Attribution Logic |
00:11:33
|
| Physics Engine: Discussion on Alcubierre Metrics and Virtual Mass Equivalence |
03:11:44
|
| Design Philosophy: Designing Ship Interiors Around Pre-Visualized Hardware |
03:36:28
|
| Layout Planning: Accessing the Dorsal Fin and 15-Story Vertical Shafts |
00:19:00
|
| Procedural Content: Designing Modular "Dungeon" Layouts for Alien Derelicts |
00:28:30
|
| Logic Refinement: Implementing Nav-Mesh Proxy Links for Disconnected Geometry |
02:22:01
|
| Future Tech: Utilizing AI for Cultural Backstories and Generative Alien Art |
00:47:00
|
|
| 2025-04-13 |
[113](https://www.youtube.com/watch?v=eaRNeOK6jLA) |
3 hours, 54 minutes, 47 seconds |
Starship Simulator - Dev Stream - Modeling Window and Door Panels
Summary This technical deep-dive covers the resolution of a long-standing controller bug and the implementation of a new 3D pathfinding system for tutorials. The developer details the disabling of the Unreal "Common UI" plugin to prevent mouse-pointer hijacking and showcases a spline-based 3D navigation path that automatically guides players through the ship. Live development includes modeling curved window and door frames for F and G decks, addressing nav-mesh pathing issues on stairs, and refining the "SCMI" (Space-time Curvature Mass Inferencer) lore for the sensor suites.
|
| Highlight |
timestamps
|
| Technical Logic: Fixing Controller Mouse-Pointer Hijacking via Common UI Disabling |
00:03:15
|
| Tutorial Innovation: Implementing 3D Spline-Based Pathfinding for Player Navigation |
00:06:58
|
| Tooling Update: Creating Real-Time Editor Helper Functions for Tutorial Data Tables |
00:08:51
|
| Modeling: Adjusting Cryo Room Balcony and Staircase Geometry for Extended Decks |
00:11:12
|
| Science Implementation: The Physics of the SCMI (Space-time Curvature Mass Inferencer) |
00:06:43
|
| Modeling Deep Dive: Workflow for Quad-Based Geometry in Subdivision Modeling |
00:30:01
|
| Navigation Tech: Utilizing Random Point-in-Navigable-Radius for Acceptance Radii |
00:50:48
|
| Physics System: Troubleshooting Intermittent Wobbly Proxy Star Meshes |
02:33:21
|
| World Building: Discovery Attribution via Vessel Registry and Profile Pages |
00:11:33
|
| Geometry Fix: Overcoming Intersection Issues with Segmented Stair Collisions |
02:18:56
|
| Development Road Map: The Beta Branch and Transition to Alpha Early Access |
01:59:34
|
| Sound Design: Future Implementation of Multi-Quadrant Audio Occlusion |
03:27:00
|
|
| 2025-04-16 |
[114](https://www.youtube.com/watch?v=6HHSoX2H42o) |
4 hours, 8 minutes, 12 seconds |
Starship Simulator - Dev Stream - Modeling Balconies and Refining Tutorial Logic
Summary This technical development stream focuses on the final asset production for the upcoming demo update, specifically addressing architectural misalignments in the cryo room and reactor area. The developer implements new helper functions for the tutorial system to enable real-time scaling and positioning of in-world highlighters directly within the editor. Significant progress is also made on modeling curved staircases and support structures using subdivision surfaces, while the stream includes in-depth discussions on the role of AI in game development and the planned transition to an alpha state for early access.
|
| Highlight |
timestamps
|
| Tutorial Tooling: Implementing Real-Time Highlighter Scaling and Data Table Saving |
00:08:51
|
| Technical Logic: Rewording Tutorial Steps to Reference Sectors Over Coordinates |
00:06:05
|
| Modeling: Adjusting Cryo Room Balcony and Staircase Geometry for Expanded Decks |
00:11:12
|
| Simulation Insight: Using Einstein's Field Equations for the SCMI Array Lore |
00:08:03
|
| Physics System: Improving Door Safety Code to Prevent Player Trapping in Lifts |
00:23:04
|
| Modeling Deep Dive: Workflow for Quad-Based Geometry in Subdivision Surfaces |
00:30:01
|
| Development Road Map: Defining the Line Between Pre-Alpha and Alpha Early Access |
00:25:28
|
| Industry Analysis: Discussion on the Near-Term Impact of AGI on Programming |
00:33:50
|
| Technical Debt: Consolidating Wall Panel Segments for Segmented Damage Systems |
03:06:32
|
| Gameplay Lore: The "Retrofit" Origins of the McGillan Class Experimental Chassis |
03:42:38
|
| Infrastructure: Designing Multiband Interferometric Spectrometers (MBIS) Hardware |
00:08:42
|
| Pitcon Preview: Technical Discussion on Simulating a One-to-One Galaxy |
00:23:02
|
|
| 2025-04-20 |
[115](https://www.youtube.com/watch?v=HsLBTeCkfIc) |
2 hours, 58 minutes, 32 seconds |
Starship Simulator - Dev Stream - Modeling Door Frames and Nav Mesh Fixes
Summary This technical development session focuses on finalizing architectural details in engineering and resolving pathing issues for the new tutorial system. The developer implements a custom collision mesh for the reactor room stairs to fix nav-mesh generation and begins modeling curved door frames for the ship's maintenance tunnels. Key technical discussions include the implementation of a "single source of truth" vessel registry for player discoveries, the mechanics of mass-energy equivalence in FTL and artificial gravity lore, and the challenges of replicating 64-bit world coordinates in Unreal Engine's networking stack.
|
| Highlight |
timestamps
|
| Tutorial Update: Implementing the SCMI (Space-Time Curvature Mass Inferencer) Lore |
00:06:30
|
| Technical Insight: Proposed Cloud-Sync Discovery Database and Vessel Registry System |
00:11:07
|
| Game Architecture: Resolving Nav-Mesh Pathing Errors with Hidden Collision Slopes |
00:25:00
|
| Modeling Deep Dive: Workflow for Curved Segmented Door Frames in SketchUp |
01:00:00
|
| Lore Development: The Post-Environmental Disaster United Nations Space Fleet |
00:19:00
|
| Physics Engine: Discussion on Alcubierre Metrics and Prograde Momentum Amplification |
01:54:00
|
| Tech Discussion: Limitations of Replicating 64-bit Coordinates as 32-bit Floats |
00:05:49
|
| Level Design: Consolidating Quadrant-Based Bulkheads for Security Lockdown Modes |
02:53:35
|
| Industry Analysis: Speculation on Elite Dangerous' Engine Limitations for Interiors |
01:51:00
|
| UI Architecture: Transitioning to Unos (United Nations Operating System) Design |
00:05:02
|
| Logic Refinement: Implementing Nav-Mesh Modifier Volumes to Prevent NPC Pathing Errors |
02:52:00
|
| Concept Preview: Future Plans for Procedural "Dungeon" Alien Derelicts |
00:28:30
|
|
| 2025-04-23 |
[116](https://www.youtube.com/watch?v=68hlCwxclPY) |
4 hours, 16 minutes, 11 seconds |
Starship Simulator - Dev Stream - High-Priority Bug Fixing
Summary This technical deep-dive focuses on refining the galaxy simulation and resolving critical multiplayer bugs ahead of the Pitcon presentation. The developer implements a major sorting overhaul for manual sector stars, ensuring they are ordered by distance to the ship rather than appearing at a default zero-light-year value. Significant progress is also made on the external labeling system, with the introduction of distance-based opacity masks for proxy star meshes and a new global event-driven knowledge system to ensure planetary names correctly reflect their scan states.
|
| Highlight |
timestamps
|
| Bug Fix: Resolving Multi-player Customization Overwrites and "Clare-morphic" Player Models |
00:05:33
|
| Technical Logic: Implementing Sector-Centric Distance Sorting for Manual Star Lists |
00:15:24
|
| Physics Performance: Analysis of Async Sorting and Background Thread Generation |
00:23:26
|
| Visual Design: Using Photoshop Generative Fill to Complete Pluto’s Dark Side Textures |
00:04:04
|
| Hardware Lore: Introducing the Multiband Interferometric Spectrometer (MBIS) |
00:08:42
|
| Interaction Layer: Aligning Manual Sector IDs with Center-of-Display Logic |
00:46:04
|
| Technical Logic: Implementing Distance-Based Opacity Masks for Proxy Star Meshes |
02:35:31
|
| UI Architecture: Fixing Inverted Multi-player Selection Logic for Inhabited Worlds |
04:08:59
|
| Infrastructure: Refining the Pathing Snap-Guide System for Curved Bulkheads |
02:57:55
|
| Gameplay Roadmap: Discussion on Sublight Collisions and Pre-requisite Micro-Patches |
02:36:42
|
| Simulation Depth: Utilizing Einstein’s Field Equations for Point-Curvature Mass Inferences |
00:08:09
|
| Event Handling: Transitioning to Global Dispatchers to Reduce reference Chains |
01:36:42
|
|
| 2025-04-30 |
[117](https://www.youtube.com/watch?v=RFZj3v_qWjo) |
4 hours, 37 minutes, 27 seconds |
Starship Simulator - Dev Stream - Pitcon Recap and Modeling
Summary This stream features a detailed recap of the developer's presentation at Pitcon, providing an in-depth technical overview of the galaxy simulation's architecture. The developer explains the "Thanos Problem" of procedural generation and the implementation of isolated seed pools to protect galactic stability during updates. Live development includes modeling curved door frames for the reactor room, refining Pluto's textures using generative fill for unmapped regions, and discussing the integration of real-world astrophysics like Einstein's field equations into sensor hardware lore.
|
| Highlight |
timestamps
|
| Visual Polish: Using Generative Fill to Complete Pluto's Unmapped Textures |
00:04:04
|
| Hardware Lore: Defining the Space-Time Curvature Mass Inferencer (SCMI) |
00:08:00
|
| Technical Logic: Implementing Sector Segmentation for Localized Air Pressure |
00:20:05
|
| Pitcon Insight: Discussion on "Vibe Coding" and AI-Generated Shader Code |
00:26:10
|
| Modeling Deep Dive: Transitioning from Triple Texture Lookups to Single Material Draw |
01:47:44
|
| Galaxy Architecture: Managing 64-bit World Coordinates and Origin Rebasing |
04:04:55
|
| Rendering Tech: Utilizing Parallax and Depth Maps for Distant Nebula Visuals |
04:07:45
|
| Procedural Rules: Breaking Down the "Thanos Problem" and Isolated Seed Pools |
04:17:01
|
| Astrophysics: Implementing Titius-Bode Law and Core Mass Accretion Logic |
04:24:00
|
| Future Feature: Planned Stable vs. Unstable Wormholes and Voyager Moments |
04:28:03
|
| Refueling Mechanics: Discussion on Skimming Gas Giant Cloud Layers |
04:29:44
|
| Project Vision: Summary of the Three Planned Single-Player Campaign Expansions |
04:32:19
|
|
| 2025-05-04 |
[118](https://www.youtube.com/watch?v=4UCZ468ebf4) |
3 hours, 45 minutes, 38 seconds |
Starship Simulator - Dev Stream - Modeling Window and Door Panels
Summary This development stream focuses on the final asset production for the upcoming demo update, specifically the creation of window and door frames for F and G decks. The developer details a major workflow shift using a unique number of corridor segments (six or seven) on the outer ring to resolve geometry mismatches. Technical highlights include a deep dive into "faux tri-planar" mapping to optimize material lookups, the implementation of 11 Labs voice-changed dialogue for the ship's AI (Ava), and a discussion on the legal and tax complexities of international remote recruitment.
|
| Highlight |
timestamps
|
| Project Update: Scanning and Navigation Tutorial Reaches 94 Steps |
00:02:04
|
| Sound Design: Switching Ava's AI Voice Bank for Better Inflection Control |
00:03:01
|
| Technical Logic: Compromising with 6 vs. 7 Corridor Segments on Ring One |
00:07:13
|
| Layout Planning: Future Staircase Access to the Keel Fin and Double-Height Rooms |
00:10:02
|
| Modeling Deep Dive: Why SketchUp Remains the Choice for Architectural CAD |
00:25:02
|
| Workflow Optimization: Copying Panel Assets Between Decks to Preserve Metadata |
00:40:00
|
| Geometry Fix: Managing Overlapping Intersections in Curved Window Frames |
00:59:02
|
| Industry Insight: Using Face-Weighted Normals and Ruby Scripting in SketchUp |
03:01:00
|
| Character Tech: Recruiting Specialists for Unreal Engine 5.5 Character Systems |
00:11:41
|
| Studio Management: The "Minefield" of International Remote Tax Laws and Contracts |
03:20:13
|
| Performance: Analyzing Faux Tri-Planar Mapping vs. Triple Texture Lookups |
03:42:36
|
| Visual Design: Modeling Vertigo-Inducing 15-Story Maintenance Shafts |
00:19:00
|
|
| 2025-05-07 |
[119](https://www.youtube.com/watch?v=ww6zkl5Tg7A) |
3 hours, 47 minutes, 00 seconds |
Starship Simulator - Dev Stream - Modeling Reactor Room Wall Panels
Summary This stream is a productivity-focused deep dive into the 3D modeling and architectural layout of the ship's central reactor room. The developer implements a new wall paneling system designed to visually denote deck transitions while maintaining future access for maintenance tunnels and vertical power shafts. Significant technical discussions include the potential use of ultra-lightweight (500MB) local Large Language Models (LLMs) for NPC conversational AI, the mechanics of FTL power shunting within the ship's electrical grid, and the optimization of world-aligned materials to maintain consistent texture scaling across massive geometries.
|
| Highlight |
timestamps
|
| Project Update: Scanning and Navigation Tutorial Reaches 99% Completion |
00:09:49
|
| Architectural Design: Planning the 15-Story Vertical Power Shaft and Engineering Lift |
00:19:04
|
| Tech Discussion: Evaluating 500MB vs. 3GB LLMs for Local NPC AI Performance |
00:35:33
|
| Gameplay Logic: Implementing Autopilot Avoidance for Planetary Radii |
00:41:20
|
| Future Tech: AI-Generated Alien Cultures, Music, and Sculptures |
00:47:00
|
| Environment Lighting: Attenuation Radius Tweaks for Reactor Room Brightness |
01:09:51
|
| Optimization: Using "Fake" Tri-Planar Mapping to Reduce Material Draw Calls |
02:26:35
|
| Simulation Depth: Mechanics of Shunting Reactor Output for FTL vs. Combat |
02:56:40
|
| Design Philosophy: Clunky Rotating Rings for Low-Tech McGillan Class Lore |
03:20:28
|
| Infrastructure: Spline-Based Cable Routing and Segmented Damage Systems |
03:26:03
|
| Multi-player Strategy: Gatekeeping New Players in Shuttle Bays for Security |
03:35:37
|
| Modeling Milestone: Batch Applying Wall Panels Across Decks D, E, F, and G |
03:41:58
|
|
| 2025-05-11 |
[120](https://www.youtube.com/watch?v=vWu94k4X4AI) |
3 hours, 57 minutes, 46 seconds |
Starship Simulator - multi-player stability
Summary This stream is a technical focus on multi-player stability and the transition of the project to a public beta test branch. The developer implements a unified "single source of truth" for ship coordinates via the Game State file to resolve desynchronization between clients and the server. Significant time is also spent refining the "Cold and Dark" tutorial waypoints, smoothing out nav-mesh pathing, and troubleshooting 64-bit coordinate replication limitations in the Unreal Engine networking stack.
|
| Highlight |
timestamps
|
| Networking: Implementing Server-Authoritative "Ground Truth" via Game State |
00:02:53
|
| Technical Insight: 64-bit Coordinate Replication vs. 32-bit Float Limits |
00:05:49
|
| UI Logic: Troubleshooting Client-Side Delay in Long-Range Sensor Selection |
00:13:57
|
| Infrastructure: Designing Cisco-style Interface IDs for Remote Console Access |
00:29:00
|
| Tutorial Polish: Deleting Intermediary Waypoints for Efficient Nav-Mesh Pathing |
00:25:25
|
| Electrical System: Reconfiguring Cable Routing and Reactor Attachment Points |
00:41:44
|
| Level Design: Adjusting Deck Distances for RED redundant Power Supplies |
01:57:05
|
| Development Road Map: Beta Branch Announcement and VR Demo Preview |
01:59:34
|
| Performance: Optimizing Hollow Display Smoothness via Asynchronous Querying |
00:16:23
|
| Math Logic: Utilizing Line Traces to Align Path Endpoints with Floor Meshes |
02:19:37
|
| Data Structure: Discussion on Multi-Star System and Moon Orbit Implementation |
03:38:21
|
| Sound Design: Future Plans for Proximity-Based and Muffled Voice Chat |
03:40:00
|
|
| 2025-05-14 |
[121](https://www.youtube.com/watch?v=P2RCjAw2iMU) |
4 hours, 0 minutes, 31 seconds |
Starship Simulator - bug fixing and technical polish
Summary This development stream focuses on aggressive bug fixing and technical polish following a large-scale public build release. The developer resolves over 25 bugs, including a high-priority multiplayer camera glitch and city light rendering issues on uninhabited procedural planets. Significant progress is made on the external labeling system, specifically refining the logic for displaying sensor and navigation targets out the bridge window while ensuring knowledge levels accurately reflect scan data.
|
| Highlight |
timestamps
|
| Bug Fix: Resolving Host/Client Camera Swapping in Multiplayer Sitz-Stand Logic |
00:05:27
|
| Technical Logic: Fixing Unwanted City Light Extents on Planets Without Tech |
00:11:25
|
| Concept Design: Differentiating Earth Analogs from Life-Bearing Worlds |
00:16:52
|
| Procedural Content: Analysis of Biome Banding and Tectonic-Driven Habitability |
00:20:40
|
| UI Architecture: Addressing Target Refresh Errors for Off-Screen List Items |
00:25:09
|
| Game Loop: Balancing Alien Civilization Density for Realistic Discovery |
00:37:01
|
| Astrophysics: Discussion on Habitability Constraints Around M-Class Stars |
00:42:02
|
| Math Implementation: Using Semi-Minor Axis for Dynamic Ory Map Scaling |
00:04:51
|
| Visual Polish: Implementing Timed Delays for Character Visibility During Seating |
00:52:35
|
| Logic Architecture: Looping Exploration Arrays to Fetch Knowledge-Based Names |
02:03:04
|
| Networking: Troubleshooting RepNotify Failures for Sensor Data Structs |
02:54:30
|
| Feature Preview: Future Dynamic Label Updates and Live Reveal Scanning |
03:08:23
|
|
| 2025-05-18 |
[122](https://www.youtube.com/watch?v=2DX69HhROCI) |
4 hours, 12 minutes, 01 seconds |
Starship Simulator - high-priority bugs
Summary This technical deep-dive covers the resolution of high-priority bugs regarding multiplayer sensor lag and lift functionality. The developer explains a significant shift to local client-side data generation via multicasted RPCs, ensuring smooth sensor response without heavy network overhead. A substantial portion of the stream is dedicated to rebuilding the lift's logic, implementing state-driven enums for door operation, and refining trigger volume overlaps to prevent players from becoming trapped in closing doors.
|
| Highlight |
timestamps
|
| Technical Logic: Implementing Local Data Generation via Multicasted RPCs |
00:04:11
|
| UI Architecture: Scaling Ory Maps via Semi-minor Axis Orbital Data |
00:04:51
|
| Ship Design: Experimenting with Hull Label Placement and Plating Alignment |
00:10:10
|
| Interaction Layer: Correcting YouTube API URL Capture and Mouse Focus |
00:16:58
|
| Electrical System: Configuring Lift Power Feeds and G-Deck Distribution |
00:25:03
|
| Logic Refinement: Developing State Enums for Lift Door Synchronization |
02:16:37
|
| Physics System: Solving Trigger Box Overlap Logic for Multi-Deck Entry |
02:04:24
|
| Bug Fix: Addressing the "Copyright Strike" Mid-Stream and Music Terms |
03:17:22
|
| Optimization: Refining Slate Font Spacing and UI Readability Controls |
01:21:00
|
| Multiplayer Sync: Troubleshooting Server-Authoritative Actor Teleportation |
03:57:09
|
| Gameplay Insight: Evaluation of First-Come-First-Serve Lift Algorithms |
03:37:36
|
| Technical Debt: Identifying Coordinate Refresh Errors at the Galactic Center |
04:08:31
|
|
| 2025-05-21 |
[123](https://www.youtube.com/watch?v=fbttWmc2kj0) |
3 hours, 55 minutes, 45 seconds |
Starship Simulator - visual and functional bugs
Summary This development stream focuses on resolving critical visual and functional bugs ahead of the demo update, with a primary emphasis on stellar occlusion and black hole rendering. The developer implements a robust shadow system for planets that includes secondary hidden meshes for accurate occlusion of star flare and light, even at solar system scales. Significant technical progress is made in rendering black hole accretion discs on the bridge's holo-display, utilizing separate actors and post-process handling to prevent rendering conflicts while ensuring visual parity with the primary space environment.
|
| Highlight |
timestamps
|
| Graphics Update: Fixing Planet Occlusion for Star Flare and Dynamic Shadows |
00:03:32
|
| Material Engineering: Implementing Masked Materials for Ring Shadow Casting |
00:05:22
|
| Road Map Insight: Beetlejuice Supernova Mission and Dynamic Stellar Events |
00:16:48
|
| Science Implementation: Analysis of Accretion Disc Distribution and Data Structures |
00:22:12
|
| Technical Logic: Configuring Child Actor Blueprints for Holo-Display Black Holes |
00:24:28
|
| Interaction Layer: Future Patch 226 Holo-Display Controls and VR Interaction |
00:44:02
|
| Bug Fix: Resolving Post-Process Conflicts with Dual Black Hole Rendering |
00:54:19
|
| UI Architecture: Transitioning Holo-Display Planet Rendering to Mesh-Based Gridlines |
02:02:23
|
| Navigation Tech: Fixing Pathing Waypoints and Nav-Mesh Link Proxies on the Main Stairwell |
02:22:01
|
| Math Logic: Correcting Target Alignment and GPS Line Drawing for Manual Sector Coordinates |
02:51:21
|
| Logic Polish: Fixing Holo-Display Auto-Activation During Sensor Surveys |
03:39:06
|
| Physics System: Bug Triage and Priority Assessment for VIP Lift and Fluid System Replications |
04:08:50
|
|
| 2025-05-28 |
[124](https://www.youtube.com/watch?v=9g59sPfFRWo) |
4 hours, 31 minutes, 10 seconds |
Starship Simulator - Dev Stream - Bug Fixing
Summary This stream focuses on a comprehensive overhaul of the galaxy generation system to resolve critical data gaps in manually created systems like Sol and Luyten 9352 (Lai). The developer successfully migrates handcrafted star systems into a unified SQL-Lite database structure, allowing for greater specificity in planetary orbits, flavor text, and scientific data readouts. This architectural shift not only fixes the "blank sensor data" bug but also establishes the foundation for a future in-game star system designer tool and improved support for multi-star systems and tidally locked planets.
|
| Highlight |
timestamps
|
| System Architecture: Rolling Manual Star Systems into the Procedural Pipeline |
00:04:31
|
| Database Integration: Utilizing SQL-Lite for Customizable Star and Planet Data |
00:05:06
|
| Technical Insight: Mapping Unreal Enums to Database Integers for Planet Types |
00:06:59
|
| Science Detail: Calibrating Solar Metallicity and Scattered Disc Extents |
00:28:24
|
| Math Logic: Deriving Planetary Mass from Mean Density and Volume Values |
00:48:34
|
| Feature Preview: Framework for the In-Game Star System Designer Tool |
00:07:23
|
| Graphics Polish: Implementing Rayleigh Scattering Hues and Opacity in Atmosphere Shaders |
02:18:56
|
| Gameplay Mechanics: Discussion on Sublight Speed Limits and Tactical Combat Engagement |
01:58:53
|
| Simulation Depth: Calculating Orbital Velocity and Mean Anomaly for 2261 Positioning |
02:12:27
|
| Project Management: Transitioning to Smaller, More Frequent Patch Cycles |
02:07:04
|
| Environment Design: Implementing Gas Giant Glow and Class 4 Thermal Visuals |
02:19:50
|
| Bug Fix: Correcting GAIA Dataset Spelling Errors for System Persistence |
04:25:09
|
|
| 2025-06-01 |
[125](https://www.youtube.com/watch?v=k6omIDyfkhU) |
4 hours, 45 minutes, 20 seconds |
Starship Simulator - Sunday Funday! Chess board!
Summary This stream introduces "Sunday Funday," a new weekly tradition where the developer works on unplanned, "off-the-cuff" features to prevent burnout and add flavor to the game world. The primary focus is the creation of a fully functional, multiplayer-compatible chess set for the ship's lounge, utilizing physics-based interaction rather than scripted movements. Technical highlights include the implementation of a custom save-state system for individual chess pieces, the development of "weebly" physics (lowered center of mass) to keep pieces upright, and the integration of physical reset buttons that utilize server-authoritative spawning logic.
|
| Highlight |
timestamps
|
| Community Milestone: First Captain's Rank Giveaway and Competition Draw |
00:02:06
|
| Concept: Introducing "Sunday Funday" and the Physics-Toy Design Philosophy |
00:14:08
|
| Technical Setup: Enabling Nanite and Increasing Detail Density for Chess Assets |
00:16:56
|
| Save System: Hashing Vector Locations for Unique Object ID Generation |
00:26:20
|
| Bug Fix: Identifying Piano Volume Collisions Blocking Prop Interaction |
00:56:48
|
| Interaction Layer: Creating the First Physically Clickable In-Game Button |
01:04:00
|
| Logic Architecture: Using Structs and Child Components for Piece-Socketing |
01:37:01
|
| Visual Polish: Implementing Dynamic Decal Shadows for Chess Piece Depth |
02:24:17
|
| Physics Tuning: Lowering Center of Mass for "Gravity-Defying" Stability |
03:41:20
|
| Multi-player Sync: Troubleshooting Client-Side Spawning and Owner Authority |
03:56:47
|
| Network Architecture: Implementing RepNotify for Syncing Prop Materials |
04:15:02
|
| Bridge Update: The Status of Sensor Lag and Client-Side Star Generation |
04:43:19
|
|
| 2025-06-04 |
[126](https://www.youtube.com/watch?v=ovCXY2dwPXs) |
2 hours, 58 minutes, 24 seconds |
Starship Simulator - Dev Stream - Interactive Holo-Display
Summary This development stream marks the early implementation of the "226" roadmap features, specifically focusing on making the bridge's central holo-display interactive. The developer transitions the display from a passive visualization to an active command tool, allowing players to directly target star systems and planets via mouse interaction or focal gaze. Key technical work includes creating a "clickable ball" actor system for hierarchical mesh instances, implementing distance-based brightness for labels to enhance 3D depth, and bridging the interaction layer between the holo-display and the sensors panel for seamless multiplayer synchronization.
|
| Highlight |
timestamps
|
| UI Fix: Resolving Long-Range Sensor List Index and Scroll Behavior |
00:09:21
|
| Road Map Insight: Transitioning to the 226 Patch Cycle and Bridge Command |
00:06:55
|
| Technical Challenge: Handling Hitboxes for Hierarchical Instanced Static Meshes |
00:23:04
|
| Logic Implementation: Spawning Clickable Sphere Actors via Child Components |
00:32:23
|
| Visual Polish: Distance-Based Text Fading and Brightness Map Range Logic |
02:24:13
|
| Material Science: Creating a Custom Holographic Highlighter with Fresnel Nodes |
00:51:33
|
| Collision Optimization: Migrating Click Traces to the Interaction Channel |
01:08:36
|
| Gameplay Logic: Implementing Half-Second Re-triggerable Delay for Hover States |
01:22:13
|
| Efficiency: Forcing Garbage Collection and Destruction of Stale Holo-Targets |
01:41:02
|
| Simulation Depth: Aligning Short-Range Scans with Real Astrophysics Benchmarks |
01:54:48
|
| Multi-Station Logic: Linking Holo-Display Clicks to Sensor Panel Targeting |
02:12:25
|
| Command Vision: Future Plans for a Cylindrical Holo-Display and Surface Interaction |
01:50:50
|
|
| 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
Summary This Stream is unavalible due to video being set to Private! The Developer Work on creating the first implimentation of organic 3D printer/ creating it's UI and implimenting it into the game to print seom basic Items such as apples and watermelons.
|
|
| 2025-06-11 |
[128](https://www.youtube.com/watch?v=-bniziYa2hs) |
4 hours, 7 minutes, 56 seconds |
Starship Simulator - Dev Stream - Creating an Interactive Holo-Display
Summary This stream focuses on the technical implementation of interactive elements within the bridge's central holo-display, transitioning from a static representation to a functional command tool. The developer resolves a critical network replication bug involving census data by shifting generation logic to the client-side and fixing a corrupted global event reference. Significant work is also dedicated to UI architecture, specifically creating world-space widgets that face the player and allow for direct targeting of celestial bodies from the hologram.
|
| Highlight |
timestamps
|
| Bug Fix: Resolving Sensor Data Replication and Invalid Object References |
00:13:43
|
| Rendering: Fixing Sun Flare Occlusion and Flickering Issues |
00:21:02
|
| Technical Insight: Analysis of SpaceX Starlink Business Tier Rate Limiting |
00:29:02
|
| UI Architecture: Designing the Sensors Target World-Space Widget |
00:42:04
|
| Math Logic: Implementing Look-At Rotation for UI Billboard Facing |
01:03:54
|
| Technical Deep Dive: Nanite vs. Traditional LODs and Baseline Costs |
01:10:15
|
| Vector Math: Adjusting UI Offset to Move Widgets Towards the Camera |
01:22:06
|
| Interaction Layer: Linking Holo-Display Target Selection to Helm Navigation |
01:50:43
|
| Logic Refinement: Handling Actor Destruction and Persistent Selection Flags |
02:18:06
|
| Visual Polish: Adjusting Transparency Sort Priority for Holo-Display Clarity |
02:40:27
|
| Content Fix: Debugging Missing Rings on Saturn and SQL Database Flags |
02:53:39
|
| Procedural Content: Re-finding Seed Values for Planetary Ring Designs |
03:50:09
|
|
| 2025-06-16 |
[129](https://www.youtube.com/watch?v=NpaSRQPKKrY) |
4 hours, 31 minutes, 35 seconds |
Starship Simulator Sunday Monday Funday - Creating a new Bridge Chair
Summary This development stream focuses on Creating New Chairs for the Bridge is the Megellan Class Startship!
|
| Highlight
|
| No hightlights avalible due to processing errors with videos Subtitles!
|
|
| 2025-06-18 |
[130](https://www.youtube.com/watch?v=bvn4w6W2Vd4) |
4 hours, 32 minutes, 16 seconds |
Starship Simulator - Dev Stream - New Bridge Ceiling and Hollow Display Hardware
Summary This development stream focuses on a significant aesthetic and functional overhaul of the bridge ceiling in preparation for Patch 226. The developer replaces the previous "Star Trek-style" solid dome with a large, 6-meter circular panoramic window to enhance the view of stellar bodies from the bridge. A major portion of the session involves iterating on the hardware for the hollow display, moving away from a "roller coaster" gantry design to a more integrated, recessed emitter ring embedded in the ceiling panels. This new design utilizes a combination of white resin and wooden trim to house the holographic projectors, providing a clearer line of sight for the volumetric light effects.
|
| Highlight |
timestamps
|
| Technical Milestone: Finalizing deck maps for F and G decks and improving door/bulkhead visibility |
00:02:44
|
| Patch Progress: Update on the "mother of all patch logs" for the 1,400+ bug fixes in Patch 225 |
00:05:12
|
| Bridge Redesign: Cutting the 6-meter circular hole for the new panoramic ceiling window |
00:13:35
|
| Structural Design: Discussion on bridge window flat-planes vs. curved glass for blast shield compatibility |
00:19:08
|
| Modeling: Adjusting the bridge ceiling cavity to accommodate structural ribbing and insulation |
00:38:31
|
| Interior Aesthetics: Refining the lighting ring and ceiling panel illumination for reduced blotchiness |
02:13:21
|
| Character Customization: Introducing 100+ country flags for character patches, including ISO standard listings |
03:34:12
|
| Hollow Projector Iteration 1: The "Roller Coaster" gantry design vs. aesthetic cohesion |
03:27:41
|
| Hollow Projector Iteration 2: Implementing a recessed, embedded emitter ring with Bezier curves |
03:58:44
|
| Technical Polish: Handling Nanite transparency limitations by separating outer and inner glass layers |
02:41:41
|
| Volumetric FX: Testing subtle spotlight beams for the holographic display's projection sources |
04:27:01
|
|
| 2025-06-22 |
[131](https://www.youtube.com/watch?v=zYwQytjhNNA) |
4 hours, 14 minutes, 35 seconds |
Starship Simulator - Dev Stream - Bridge NPCs and Command Logic
Summary Following a community poll, this development stream focuses on foundational work for Patch 226, specifically the implementation of Bridge NPCs and the logic required to issue them commands. The developer sets up a dynamic spawning system for the Helm and Science stations, including a character customization bridge to dress NPCs in department-specific uniforms. A significant portion of the session is dedicated to building a context-sensitive command menu that allows the player to issue replicated server orders, such as changing sensor modes or engaging the FTL autopilot, directly through the NPC interface.
|
| Highlight |
timestamps
|
| Community Poll: Choosing between Patch 226 work, planetary temperature banding, or a new test ship |
00:02:22
|
| NPC Spawning: Implementing the "Can Spawn NPC" flag and department-specific customization |
00:14:03
|
| Documentation: Overview of the massive 22-page condensed patch log for the upcoming demo update |
00:36:13
|
| Interaction Logic: Developing a Blueprint Interface to manage NPC occupancy and menu triggers |
00:54:49
|
| UI Architecture: Creating a screen-space pop-up menu for "Summon" and "Dismiss" NPC actions |
01:13:25
|
| Simulation Depth: Explaining the passive experience gain system for crew roles |
01:48:07
|
| Technical Milestone: Implementing a 10-meter line trace specifically for bridge crew interaction |
02:03:43
|
| Command Interface: Using a Widget Switcher to provide context-sensitive Helm vs. Science orders |
02:38:40
|
| Ship Operations: Discussing "Cold and Dark" ship states and automated multi-valve refueling sequences |
02:47:41
|
| Replication: Setting up Server RPCs to handle command strings across multiplayer clients |
03:17:15
|
| Functional Test: Successfully commanding the NPC to switch sensor modes and engage FTL autopilot |
03:38:03
|
| Future Tech: Chaining NPC actions to simulate multi-step button presses for complex navigation |
03:54:00
|
|
| 2025-06-25 |
[132](https://www.youtube.com/watch?v=3f7lWr5frlk) |
4 hours, 20 minutes, 49 seconds |
Starship Simulator - Dev Stream - NPC Interaction Overhaul
Summary This technical development stream focuses on refining the interaction layer between the player and NPC crew members, specifically regarding bridge console commands and the holographic display. The developer implements a context-aware menu system that allows players to issue verbal-style commands like "zoom in" or "show surface map" without needing to manually look at the NPC after the initial interaction. Significant work is also done on the underlying input logic to allow for an "unlocked mouse" mode using the E key, enabling more precise UI manipulation while maintaining character immersion.
|
| Highlight |
timestamps
|
| Technical Logic: Implementing a context-aware Widget Switcher for sensor modes |
00:11:42
|
| Interaction Design: Transitioning from rigid UI buttons to natural language NPC commands |
00:40:47
|
| Multi-Station Networking: Ensuring server-authoritative replication for NPC command results |
00:47:47
|
| Input Architecture: Using the E key to unlock the mouse for precise bridge interactions |
00:59:00
|
| UI Optimization: Implementing nested radial-style menus for drilling down into sub-commands |
01:21:02
|
| Interaction Bugfix: Disabling the 'F' key contextual action when an NPC menu is active |
01:29:40
|
| Technical Milestone: Using Blueprint Interfaces to unify interactions across player and chair pawns |
02:12:21
|
| Simulation Depth: Storing a "Stored Pawn" reference to maintain NPC focus during camera movement |
02:18:41
|
| Sensor Suite: Implementing "Long Range Back" and "Stellar Survey" commands via NPCs |
02:23:12
|
| Engine Discussion: The safety benefits of Blueprints vs. C++ in preventing engine-level crashes |
02:41:07
|
| Collision Systems: Analysis of Nanite-driven complex collisions vs. simple physics primitives |
04:12:33
|
| Visual Tech: Demonstrating Nanite tessellation for high-fidelity 3D carpet and surface textures |
04:18:16
|
|
| 2025-06-29 |
[133](https://www.youtube.com/watch?v=ZbDDMrL3LIc) |
4 hours, 24 minutes, 21 seconds |
Starship Simulator - Building A Starship From Scratch - Part 1
Summary In this inaugural "Sunday Funday" stream, the developer begins a long-term project to design and build a new scout-class vessel from scratch using SketchUp. This ship, manufactured by the fictional Lunara Industries, is intended for a crew of 10-12 players and serves as a technical testbed for systems like sublight engines and fluid dynamics before they are scaled up to the Magellan. The session focuses on "hardware first" design, establishing the ship's 100-meter scale, layout of crew quarters, and the integration of the FTL ring into the rear engine pylons.
|
| Highlight |
timestamps
|
| Project Goals: Refining ship-building techniques and creating a small-scale test environment |
00:03:35
|
| Lore Introduction: Lunara Industries and CEO Lara Monte Verde |
00:07:35
|
| Design Philosophy: Adopting a "Hardware First, Internals After" approach |
00:19:57
|
| Scaling: Establishing crew pod dimensions and living space requirements |
00:15:00
|
| FTL Architecture: Integrating the ring structure into the rear engine pods |
00:21:16
|
| Bridge Concept: Multi-functional stations and a central holographic table |
01:57:08
|
| Crew Manifest: Defining the 12-person specialist role distribution |
02:03:45
|
| Deck Layout: Organizing habitation, science labs, and hydroponics across four decks |
02:14:46
|
| Engineering: Sizing the reactor and aligning power distribution pylons |
02:38:37
|
| Physics Discussion: Why large ships use shuttles instead of physical docking ports |
03:14:00
|
| Comparison: Scaling the new vessel against the Serenity from Firefly |
03:40:46
|
| Technical Milestone: Implementing 3-meter modular corridor segments for efficient construction |
03:54:52
|
|
2025 Q3
Dev Streams List for the third quarter of the year 2025 (Click to Expand/Collapse)
| 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 - Building A Starship From Scratch - Part 2
Summary In this episode, the developer officially names the new vessel the "Caravela" class, inspired by the nimble 17th-century exploration ships, and begins the transition from 2D sketches to a 3D block-out. The focus is on establishing the ship's arrowhead-inspired delta-wing hull profile and organizing the internal level hierarchy within Unreal Engine 5. A hardware-first approach is introduced, prioritizing the engineering systems—including fuel scoop hardware and reactor placement—to dictate the organic snaking of crew corridors.
|
| Highlight |
timestamps
|
| Vessel Classification: Naming the Caravela Class and Exploration Mission Profile |
00:03:15
|
| Technical Milestone: Setting up the Unreal Engine Level Hierarchy and Naming Conventions |
00:40:40
|
| Design Language: Transitioning from OBJ to FBX Exports for Improved Workflow |
00:51:30
|
| Ship Scaling: Comparing the Caravela's 100-Meter Length to the Magellan |
00:58:16
|
| Role-Based Design: Differentiating Cargo, Military, and Corporate Scout Aesthetics |
01:02:34
|
| Grid Definition: Establishing 15-Meter Structural Blocks for Segmented Construction |
01:07:39
|
| Architecture: Organizing HVAC, Power, and Interior Streaming Levels |
01:24:39
|
| Hardware Engineering: Fuel Scoops, Under-Floor Cryo Tanks, and Reactor Alignment |
02:06:53
|
| Visual Wayfinding: Designing Corridors to Follow Hull Curves for Orientation |
02:13:58
|
| Exploration Features: Planning Floor-Facing Observation Windows for Planet Scouting |
02:59:53
|
| Vehicle Integration: Mocking up the Shuttle Bay for Two Multi-Role Vehicles |
03:03:35
|
| Comparative Visualization: Side-by-Side In-Engine View of Caravela and Magellan |
03:56:18
|
|
| 2025-07-06 |
[135](https://www.youtube.com/watch?v=Kj-3G5Byb9I) |
4 hours, 05 minutes, 41 seconds |
Starship Simulator - Building A Starship From Scratch - Part 3
Summary This stream focuses on the transition from organic sketching to a rigid 2-meter structural grid to ensure internal wall panels and hardware fitment are logically sound. The developer redesigns the "Caravela" scout ship's reactor layout from a vertical to a horizontal orientation, drawing inspiration from real-world TAE fusion reactor designs. Significant attention is paid to the "hardware-first" design philosophy, where fuel lines, power runs, and RCS quads are positioned before final room layouts to create a high-fidelity, simulated interior.
|
| Highlight |
timestamps
|
| Design Philosophy: Implementing a 2-Meter Structural Grid for Panel Alignment |
00:03:10
|
| Habitation Layout: Senior Officer Stateaterooms and 14-Crew Capacity |
00:05:57
|
| Physics Simulation: Positioning RCS Thrusters for Realistic Control Authority |
00:15:24
|
| Structural Engineering: Ribbing, Bulkheads, and Modular Block Welding |
00:23:09
|
| Shuttle Bay: Sizing the Hangar and Maintenance Corridor for Two Vehicles |
00:27:32
|
| Crew Cabins: Detailed Breakdown of Bathroom, Desk, and Bed Cavities |
00:59:07
|
| Reactor Redesign: Transitioning to a Horizontal Fusion Core Layout |
01:22:03
|
| High-Fidelity Cutaways: Planning Visible Coolant Pipes and Power Bus Runs |
01:37:06
|
| Bridge Access: Centralizing the Bridge Between Decks via Ramp Entry |
01:51:17
|
| Engineering Security: Creating a Dedicated isolated Maintenance Stairwell |
02:46:02
|
| Customization Tech: Deck-Specific Trim Colors and Community Roadmap Goals |
02:54:21
|
| Cargo Logistics: Integrating a 5m x 4m Cargo Lift and Staircase Logic |
03:53:23
|
|
| 2025-07-13 |
[136](https://www.youtube.com/watch?v=m-QXNH5YK9U) |
4 hours, 17 minutes, 51 seconds |
Starship Simulator - Building A Starship From Scratch - Part 4
Summary In this session, the developer focuses on the internal structural layout of the "Caravela" commercial vessel, moving the project from conceptual block-outs into a more traversable in-engine state. Key technical challenges addressed include the integration of a central spiral staircase and lift system, which now serves as the ship's geometric center. Significant redesigns were made to habitation and engineering corridors to ensure NPC pathfinding suitability and logical flow between the shuttle bay, medbay, and science labs.
|
| Highlight |
timestamps
|
| Technical Layout: Repositioning Internal Infrastructure for NPC Clearance |
00:10:00
|
| Narrative Design: Lunara Industries Lore and Commercial Vessel Origins |
00:12:37
|
| Spatial Analysis: Adjusting Stairwell Width for Two-Way NPC Traffic |
00:30:27
|
| Crew Logistics: Rationalizing Complement to 14-18 for Commercial Efficiency |
00:37:38
|
| Simulation Physics: Newtonian Flight Math and RCS Thruster Mechanics |
01:04:27
|
| Medical Infrastructure: Sizing the Lift Shaft for Hospital Gurney Standards |
01:22:09
|
| Geometric Center: Aligning the Spiral Staircase to the Vessel's Center of Mass |
02:19:02
|
| Hydroponics Logic: Water Recycling and Life Support Integration |
02:55:56
|
| Structural Continuity: Using Wedges and Cutouts to Sell Interconnected Decks |
03:39:16
|
| Unreal Engine 5.6: Testing Project Stability and VR Iteration Plans |
03:53:08
|
| First-Person Perspective: Scale Verification of Crew Quarters and Corridors |
04:00:31
|
| Comparative Scale: Caravela vs. Magellan Side-by-Side Comparison |
04:12:08
|
|
| 2025-07-16 |
[137](https://www.youtube.com/watch?v=JQM3e4IwBKc) |
4 hours, 26 minutes, 47 seconds |
Starship Simulator - Building A Starship From Scratch - Part 5
Summary In this session, the developer focuses on adding organic curvature and a distinct "arrowhead" profile to the Caravela class hull while maintaining strict grid alignment for interior rooms. Significant layout changes are implemented, including split-corridor designs for the Medbay to break up long lines of sight and the establishment of Deck 1 as a combined social and hydroponics hub. The stream concludes with a side-by-side scale comparison in Unreal Engine, demonstrating the Caravela's compact scout profile relative to the Magellan class.
|
| Highlight |
timestamps
|
| Ship Architecture: Implementing Logical Fabrication Segments and Weld Lines |
00:05:09
|
| Design Theory: Establishing the Grand Stairwell as the Geometric Center of Mass |
00:06:13
|
| Modeling: Developing the Arrowhead Hull Profile and Nose Cone Curvature |
00:09:24
|
| Lore: Caravela as a Corporate Espionage Competitor to the UN's Magellan |
00:43:58
|
| Internal Layout: Redesigning Medbay with Split Corridors for Privacy and Workflow |
01:37:41
|
| Technical Detail: Visibility Run Limits and Breaking Up 40m Sightlines |
01:57:59
|
| Structural Design: 2-Meter Centers for Framework and Window Placement |
02:13:55
|
| Engineering: Planning Multi-Deck Maintenance Tunnels for RCS and Weapons |
02:15:37
|
| Gameplay Mechanics: NPC Navigation Requirements for Walkable Maintenance Spaces |
02:18:12
|
| Layout Pivot: Repurposing Hydroponics and Galley for Deck 1 Social Utility |
03:56:42
|
| Simulation Depth: Two-Floor Reactor Gantry and Battery Room Placement |
04:09:07
|
| Scale Comparison: Demonstrating Caravela vs. Magellan Proportions in Unreal |
04:14:44
|
|
| 2025-07-20 |
[138](https://www.youtube.com/watch?v=zjCw-8Ryj3s) |
4 hours, 4 minutes, 20 seconds |
Starship Simulator - Building A Starship From Scratch - Part 6
Summary This stream serves as a comprehensive technical Q&A while the developer works on the Caravela’s internal engineering and maintenance accessibility. Key design decisions include relocating the Medbay to Deck 2 to preserve window placement and establishing a 2-meter maintenance tunnel for RCS fuel lines and cabling. The developer also explains the game's approach to physics-based damage, simulated electrical systems, and the "red shirt" NPC respawn mechanic.
|
| Highlight |
timestamps
|
| Engineering: Redesigning Engine Struts and Stairs for 2-Meter Headroom |
00:06:36
|
| Technical Workflow: Modeling in SketchUp vs. Post-Processing in Unreal |
00:29:46
|
| Simulation Depth: Bulkhead Pressure Vessel Logic and Hardening Foam |
00:38:18
|
| Procedural Content: Planetary Surface Generation and Seamless Portals |
00:40:55
|
| Physics Engine: Non-Newtonian Shield Logic and Virtual Mass Principles |
00:42:37
|
| NPC Mechanics: Dwarf Fortress-Inspired Schedules and "Red Shirt" Respawn Logic |
00:57:36
|
| Progression: Character Profiles and Passive Experience Leveling |
01:09:11
|
| Tutorial Design: Academy Campaign Concept and Tutorial Starship Missions |
01:15:24
|
| Lore: Private Corporations vs. UN Space Fleet (Caravela vs. Magellan) |
01:21:26
|
| VR Development: Room-Scale Locomotion and Finger-Widget Interaction |
02:28:12
|
| Systems Design: Real-time Electrical Engineering and Event-Driven CPU Optimization |
02:52:31
|
| Layout Pivot: Moving Medbay to Deck 2 for Optimized Window Clearance |
03:54:37
|
|
| 2025-07-23 |
[139](https://www.youtube.com/watch?v=l_EpdpbVKnQ) |
3 hours, 56 minutes, 42 seconds |
Starship Simulator - Building A Starship From Scratch - Part 7
Summary This stream highlights the launch of the project's first VR build, featuring a 3D main menu redesigned for depth and scale. The technical focus for the Caravela class is the expansion of internal engineering spaces, specifically creating a claustrophobic maintenance tunnel for RCS fuel lines and life support systems. The developer also explains the "virtual mass" physics used for both FTL and artificial gravity, as well as the implementation of three-part Titanium-Gold alloys (Ti3Au) for hull construction.
|
| Highlight |
timestamps
|
| VR Milestone: Demonstrating the First 3D Main Menu Build for OpenXR |
00:05:19
|
| Ship Design: Planning 2-Meter Maintenance Access for RCS and Utilities |
00:15:13
|
| Technical Workflow: Using CAD/SketchUp for Architectural Starship Modeling |
00:20:36
|
| Simulation Depth: Gravity Net Failures and Floor Panel Interaction |
00:14:15
|
| Internal Layout: Designing Water Recycling, HVAC, and Oxygen Generation Rooms |
00:28:28
|
| Systems Design: Event-Driven Electrical Systems and CPU Efficiency |
02:52:31
|
| Physics Engine: Mass-Energy Equivalence and Artificial Gravity Principles |
02:57:46
|
| Lore: Lenaro Industries as Luxury Contractors for UN Space Fleet |
03:21:46
|
| Material Science: Properties of Ti3Au (Titanium-Gold) Hull Alloy |
03:25:13
|
| Technical Detail: Local AI/LLM Requirements for NPC Conversations |
02:57:01
|
| Propulsion: Plasma Rocket RCS Placement and Argon/Helium Fuel Mix |
03:40:04
|
| Ship Scaling: Final Dimensions Review (111m Long, 45m Wide) |
03:46:40
|
|
| 2025-07-27 |
[140](https://www.youtube.com/watch?v=8xmnxXk_ISM) |
4 hours, 55 minutes, 52 seconds |
Starship Simulator - Building A Starship From Scratch - Part 8
Summary In this session, the developer demonstrates the brand-new 3D loading screen and main menu, which were redesigned to ensure a seamless experience for the upcoming VR support. The stream primarily focuses on the meticulous task of defining the Caravela’s outer hull "skin" by reconciling internal room volumes with a smooth subdivision mesh. Significant discussion is held regarding material science (CR-CO-NI vs. TI-3AU) and the technical constraints of implementing FTL rings on smaller scout vessels.
|
| Highlight |
timestamps
|
| VR Progress: Redesigning Loading Screens and Menus from 2D Widgets to 3D Space |
00:04:15
|
| Technical Demo: Real-time 3D Ship Construction Loading Sequence |
00:05:59
|
| Internal Layout: Verifying Room Clearance for Sick Bay and Maintenance Tunnels |
00:13:03
|
| Material Science: Discussion on High-Entropy Alloys (CR-CO-NI) for Hull Construction |
00:21:32
|
| Gameplay Mechanics: Habitable Zone Indicators and UI Sensor Design |
00:25:44
|
| Combat Systems: Non-Newtonian Fluid Shield Logic and Capacitor Drains |
00:27:51
|
| Simulation Depth: Damage Spheres of Influence and Impact Falloff Logic |
00:36:04
|
| Lore: Comparing Procedural Aliens (Aliens of the Week) vs. Handcrafted Races |
00:50:47
|
| Ship Scaling: Side-by-Side Comparison of the Caravela vs. Magellan Class |
00:56:30
|
| Future Tech: The Evolution of FTL Rings and the "Banana" Design for Pathfinder |
01:01:30
|
| Crew Management: Department Head Roles and Automatic Task Generation Boards |
01:23:24
|
| Modeling: Reducing Poly Count for Subdivision and Handling Quad Topology |
03:38:30
|
|
| 2025-07-30 |
[141](https://www.youtube.com/watch?v=ZoApe9xMBpQ) |
3 hours, 54 minutes, 27 seconds |
Starship Simulator - Building A Starship From Scratch - Part 9
Summary This stream highlights a major pivot in the Caravela class design: relocating the bridge to the upper observation dome to provide a more immersive "ship-aware" view for the player. Technical development focuses on testing Unreal Engine 5.6 features, specifically Lumen global illumination and Mega Lights, to achieve architectural-visualization levels of realism. Modeling work centers on the difficult "spiderweb" geometry of the nose cone and the establishment of the aft shuttle bay landing lip and mechanical door recessed area.
|
| Highlight |
timestamps
|
| Graphics Engine: Testing Lumen, Mega Lights, and Screen Space GI in UE 5.6 |
00:04:10
|
| Technical Milestone: Optimized Shader Complexity and Transparency Volumetrics |
00:09:01
|
| Simulation Depth: Planning Under-Floor Maintenance Cavities and Gravity Emitters |
00:12:32
|
| Design Pivot: Moving the Bridge to the Top Dome for Better Visibility |
00:17:18
|
| Deck Layout: Reorganizing Science Labs, Hydroponics, and Habitation Blocks |
00:18:48
|
| Rendering Logic: The Performance Cost of Using Screens as Windows |
00:21:49
|
| Procedural Systems: Stellar Densities Research for Galactic White Dwarfs |
00:25:35
|
| Modeling: Using Bezier Curves to Establish the Ship's Nose Cone Net |
01:42:58
|
| Development Update: In-game Star System Building Tool (Patch 2.29) |
01:53:30
|
| Shuttle Bay: Designing the Aft Landing Lip and Swept-Back Hull Angle |
02:38:24
|
| Engineering Logic: Co-planar Face Correction and Slope Alignment |
03:07:28
|
| Mechanical Design: Calculating Door Extent and Turntable Clearances |
03:40:38
|
|
| 2025-08-03 |
[142](https://www.youtube.com/watch?v=2-DFf-Lv1lI) |
4 hours, 1 minute, 1 seconds |
Starship Simulator - Building A Starship From Scratch - Part 10
Summary This session marks a significant milestone in VR integration, showcasing full-body replication, Inverse Kinematics (IK), and a physical "poke" interaction system for world objects. The developer also explains the removal of the ALS character system in favor of a stock Unreal controller to improve stability and performance. Modeling efforts for the Caravela focus on blending the complex curves of the engine pylons into the main hull and establishing the rear shuttle bay geometry.
|
| Highlight |
timestamps
|
| Community: Monthly Key and Captain Rank Giveaway |
00:05:00
|
| VR Development: Replacing the ALS Character System with Stock Unreal Controller |
00:13:21
|
| VR Preview: Full-Body IK and Finger-Poking Interaction Demo |
00:16:04
|
| VR Optimization: Performance Expectations and OpenXR Runtime Warnings |
00:20:02
|
| Ship Design: Blending Engine Pylons and Supporting Edge Loops |
00:29:36
|
| Technical Modeling: Addressing Subdivision Pinching and Triangle Artifacts |
01:07:15
|
| Combat Design: RCS Thruster Placement and Magazine Cavities |
01:32:30
|
| Lore: Comparing the Caravela and Magellan Class Manufacturers |
00:24:24
|
| Shuttle Bay: Establishing the Aft Loading Door and Entrance Geometry |
02:43:40
|
| Physics Constraints: Why Large Ships Cannot Land on Planets |
02:58:08
|
| Evolution: The 2020 Magellan Concept vs. the Current Caravela Design |
03:34:51
|
| Scale Comparison: Side-by-Side Size Test with Magellan Engine Pods |
03:53:00
|
|
| 2025-08-06 |
[143](https://www.youtube.com/watch?v=T2lQA2nsS_c) |
4 hours, 23 minutes, 18 seconds |
Starship Simulator - Building A Starship From Scratch - Part 11
Summary In this session, the developer focuses on the complex structural engineering of the Caravela's hull, specifically slicing the high-poly subdivided mesh into discrete fabrication blocks. Technical work includes thickening the entire ship's skin to a standard 1-inch thickness and establishing the internal framework and "between-deck" cavities (50cm) required for utility routing. The stream also features a deep dive into the developer's history with the Enterprise refit and how previous "cease and desist" encounters influenced the move toward original ship designs.
|
| Highlight |
timestamps
|
| Project Origin: From Enterprise Refit and Stage 9 to Original Ship Engineering |
00:19:02
|
| Technical Workflow: Thickening the Hull Skin Before Block Slicing |
01:50:43
|
| Fabrication Logic: How Orbital Shipyards Weld Parallel Blocks Together |
02:16:30
|
| Simulation Depth: Diegetic UIs and Line-Trace Button Interactions |
02:25:52
|
| Architecture: Maintaining a 50cm Outer-to-Inner Hull Cavity for Insulation |
02:42:54
|
| Deck Layout: Defining Deck 1 as the Bridge/Science "Day Job" Level |
02:57:19
|
| Grid Precision: Measuring Floor and Ceiling Heights Against the Ship Midline |
02:58:49
|
| Maintenance Tunnels: Designing a 150cm Wide Side-Corridor for Utilities |
03:06:50
|
| Structural Alignment: Standardizing the 5cm (2-inch) Wall-Panel Bracket Gap |
03:35:57
|
| Export Strategy: Organizing Geometry into Walls, Top, and Sheet Metal Layers |
03:40:52
|
| Engineering Milestone: Completed Structural Block Render for Technical Manuals |
04:06:38
|
| Stairwell Subframe: Designing Structural Support for Circular Deck Cuts |
04:11:08
|
|
| 2025-08-10 |
[144](https://www.youtube.com/watch?v=OOqhfDbOssE) |
4 hours, 08 minutes, 07 seconds |
Starship Simulator - Building A Starship From Scratch - Part 12
Summary In this session, the developer focuses on structural slicing and framework design for the Caravella scout ship. A significant portion of the stream is dedicated to refining the "maintenance downhole" cavities and the internal framework required to support wall panels and utility routing. Technical discussions cover the implementation of VR locomotion, the challenges of retargeting character skeletons for MetaHumans, and the astrophysics behind the inverted mass-to-radius relationship of white dwarfs being added in the upcoming patch.
|
| Highlight |
timestamps
|
| VR Development: Finger-Tip Widget Interactors and Locomotion Strategy |
00:08:23
|
| Roadmap Update: Consolidating Graphics Settings and Controller Support |
00:15:25
|
| Astrophysics: White Dwarf Mass-Radius Relationships and Temperature Aging |
00:16:46
|
| Structural Theory: Adding a Tangible Outer Skin Layer for Technical Manuals |
00:21:59
|
| World Building: Hologram Technology Limits vs. Star Trek Holodecks |
00:28:03
|
| Industrial Design: Visualizing Orbital Shipyards and Block Fabrication Bays |
00:35:03
|
| Technical Milestone: Grid-Aligned Framework Brackets and Wall Panel Templates |
00:56:52
|
| Interior Design: Modular Bunks and Bathroom Integration within Framework Cavities |
01:05:07
|
| Ship Architecture: Feature Ceilings and Lighting in Multi-Deck Stairwells |
01:41:50
|
| Stairwell Engineering: Designing 2m Wide Steps with Proper Headroom Clearances |
01:57:02
|
| UI Tech: Exploring Physicalized 3D Menus vs. Widget-Based VRAM Usage |
03:40:57
|
| Hydroponics Expansion: Increasing Growing Space and Crew Mental Health Areas |
03:34:49
|
|
| 2025-08-13 |
[145](https://www.youtube.com/watch?v=4TP6mDYU_G0) |
4 hours, 07 minutes, 13 seconds |
Starship Simulator - Building A Starship From Scratch - Part 13
Summary In this session, the developer focuses on the structural refinement of the Caravela's forward sections, specifically implementing the "maintenance downhole" and defining the internal skin for the hydroponics deck. A major technical milestone is reached by successfully slicing the complex curved hull geometry into discrete deck layers and framework blocks using an improved, more efficient workflow. The stream also includes a deep dive into the ship's logistics, calculating that the forward hull cavities can store approximately 188,000 liters of water, sufficient for over 70 days of crew survival without recycling.
|
| Highlight |
timestamps
|
| Recruitment Update: Hiring for Character Systems, Metahumans, and Technical Art |
00:12:06
|
| Technical Milestone: Efficient Geometry Slicing into Discrete Deck Layers |
01:37:13
|
| Structural Theory: Vertical Frame Alignment for Shipwide Gravity Stress |
01:17:02
|
| Logistics Math: Calculating 188k Liters of Water Storage in Forward Cavities |
01:23:25
|
| Hydroponics Design: Balancing Vertical Farming Racks with Crew Green Space |
01:57:12
|
| Material Lore: Graphene-Based Indestructible Windows and Manufacturing Constraints |
02:12:26
|
| Geometry Cleanup: Solving Vertices Merging and Intersecting Face Issues |
02:35:08
|
| Ship Architecture: Comparing Caravela's Silhouette to the USS Voyager |
02:51:14
|
| Technical Debt: Troubleshooting "Overlaps" in Non-Perpendicular Skin Extrusions |
03:20:01
|
| Interior Flow: Psychologically Guiding Crew Away from Engineering via Stair Placement |
03:30:51
|
| Maintenance Layout: Designing Tunnels Between Window Frames on Deck 2 |
03:39:01
|
| World Building: Defining the Baseline Credit Currency and Corporate Economics |
03:54:28
|
|
| 2025-08-17 |
[146](https://www.youtube.com/watch?v=ql37m2Pahks) |
4 hours, 07 minutes, 10 seconds |
Starship Simulator - Building A Starship From Scratch - Part 14
Summary This stream continues the structural development of the Caravela, focusing on the complex task of slicing the 3D model into exportable deck layers and framework blocks. The developer details the logic behind the vertical support structures, which are designed to handle the ship's per-deck artificial gravity simulation. Significant design time is also spent on the engineering deck, specifically the layout for fuel and coolant tanks and the placement of the Chief Engineer's office to resolve corridor intersection issues.
|
| Highlight |
timestamps
|
| McGillan Development: New Modular Ceiling Panel Design and Roadmap Update |
00:05:03
|
| Technical Challenge: Geometry Cleanup and Bridge Window Profiles |
00:07:52
|
| Design Theory: Establishing Room Heights and Farming Unit Clearances |
00:18:54
|
| Business Model: Pricing Strategy Based on Development Hours |
00:21:18
|
| Modular Construction: Why Player Shipbuilding Requires Predefined Chassis |
00:35:53
|
| Simulation Depth: Structural Support for Per-Deck Artificial Gravity |
01:01:52
|
| Engineering Layout: Sizing the Reactor Room and Main Entrance |
01:09:05
|
| Export Workflow: Organizing Geometry into Deck-Specific Layers for Unreal |
01:33:36
|
| Structural Logic: Aligning Engine Pylon Supports with Framework Blocks |
01:55:39
|
| Combat Role: Scouting Capabilities and Turret Firing Arcs |
02:04:10
|
| Space Optimization: Shunting Corridors to Resolve Hull Curvature Issues |
03:09:02
|
| Scale Comparison: Side-by-Side View of Caravela and McGillan in Unreal Engine |
04:02:33
|
|
| 2025-08-20 |
[147](https://www.youtube.com/watch?v=7HeEqpU9pK0) |
4 hours, 31 minutes, 25 seconds |
Starship Simulator - White Dwarfs and Yes, a broken camera!
Summary This technical deep-dive stream focuses on the implementation of white dwarf stars and procedural planetary nebulas within the game's galactic engine. The developer details the mathematical relationship between stellar mass, radius, and cooling rates, using real-world Gaia DR3 data as a ground truth. Key technical milestones include building a seed-driven volumetric nebula shader, optimizing light complexity through hard-capping draw distances, and refining the sector generation logic to prevent breaking existing galactic integrity when adding new object classes.
|
| Highlight |
timestamps
|
| Design Philosophy: Defining Tech Levels from Opportunistic Tool Use to Multi-System Species |
00:06:51
|
| Development Strategy: Using the Smaller Caravella for Prototyping Core Systems |
00:11:15
|
| Technical Milestone: Transitioning Modular Ceiling Panels to Floor-Based Snapping Points |
00:17:25
|
| Galactic Logic: Maintaining Sector Integrity by Appending New Stellar Classes |
00:46:12
|
| System Architecture: Differentiating Galaxy Generation from System-Specific Generation |
02:05:21
|
| Data Quality: Troubleshooting Misclassified Real-World Stars in the Gaia Database |
01:58:52
|
| Procedural Content: Designing a Seed-Driven Soft Reference Array for Volume Textures |
02:59:53
|
| Technical Showcase: Procedural Nebula Shader with Hue-Shifted Density Clamping |
02:56:22
|
| Visual Tech: Tying Nebula Scale and Opacity to White Dwarf Surface Temperatures |
04:04:45
|
| Bug Fix: Recalculating Inverse Square Luminosity for Earth-Sized Stellar Objects |
03:50:45
|
| Galactic Scale: Adjusting Planetary Nebula Diameters to 0.1 Light Year Diameter |
04:20:24
|
| Feature Demo: The First Procedural Double-Ringed Gas Giant Discovery |
03:37:04
|
|
| 2025-08-24 |
[148](https://www.youtube.com/watch?v=lEZYfRGSGuw) |
4 hours, 21 minutes, 16 seconds |
Starship Simulator - Building A Starship From Scratch - Part 15
Summary This stream highlights major technical progress in optimization for patch 226, specifically targeting VR frame times via shader complexity reduction and the implementation of virtual textures for efficient VRAM streaming. The developer details the technical underpinnings of the ship's maintenance system, where NPC fixing locations are baked into lighting actors, and wear-and-tear mechanics tie repair frequency to object quality. Construction on the Caravella continues with a significant redesign of the shuttle bay, now expanded to include a central landing strip and integrated telescopic hangar doors.
|
| Highlight |
timestamps
|
| Technical Showcase: Shader Complexity and Virtual Texture Optimization |
00:01:56
|
| Graphics Deep Dive: Virtual Texturing vs. Mip Mapping for VRAM Efficiency |
00:06:13
|
| Performance Analysis: Lighting Complexity Costs in Corridor Environments |
00:04:56
|
| Gameplay Systems: NPC Fixable Locations and Breakable Light Actor Logic |
00:13:49
|
| Engineering Lore: Wear and Tear Mechanics and Quality Stat Scaling |
00:15:40
|
| System Design: Passive Skill Levels and Experience Metrics for Department Roles |
00:17:01
|
| Geometry Workflow: Challenges with Triangulated Mesh Intersections |
00:35:12
|
| Design Logic: Integrating Telescoping Hangar Doors into 50cm Wall Cavities |
01:12:06
|
| NPC Roadmap: Implementing Shipwide Objectives like Star System Exploration |
02:12:09
|
| Physics Interaction: Applying Impulses for Broken RCS Thruster Offset |
03:16:03
|
| Tech Deep Dive: Magnetic Refrigeration Science in Component Cooling |
03:25:39
|
| Layout Refinement: Expanding the Shuttle Bay to Support Multiple Craft |
04:18:16
|
|
| 2025-08-27 |
[149](https://www.youtube.com/watch?v=OMiHT361usg) |
3 hours, 11 minutes, 28 seconds |
Starship Simulator - Dev Stream
Summary This technical dev stream focuses on building procedural planetary nebulas for white dwarf stars and optimizing the game's lighting systems for patch 226. The developer demonstrates a new shader that simulates stellar shockwaves and chemical compositions using Hubble-inspired color palettes. Technical milestones include the implementation of "Megalights" for hardware ray-traced shadows, a custom tool for automated view distance calculation, and a deep dive into the performance trade-offs between Lumen real-time GI and rasterized lighting.
|
| Highlight |
timestamps
|
| Technical Showcase: Procedural Nebula Shader with Shockwave Simulation |
00:08:18
|
| Graphics Update: Tying Nebula Scale and Opacity to Stellar Temperature |
00:14:18
|
| Optimization Tech: Custom Sphere-based Line Tracing for View Distances |
00:03:11
|
| Visual Tech: Testing Lumen Reflections and Real-time GI Bounce |
00:06:09
|
| Performance Analysis: Lighting Complexity vs. Shader Complexity Overlays |
00:05:35
|
| Engine Deep Dive: Megalights Hardware Ray-tracing and Shadow Culling |
00:25:02
|
| Modeling Strategy: Modular Engineering Ceiling Panels vs. Habitation Deck Styles |
01:04:07
|
| Technical Fix: Correcting Nanite Precision on Thin Metal Geometry |
01:18:31
|
| Logic Improvement: Using Boolean Selectors for In-Engine Style Swapping |
02:03:12
|
| Graphics Deep Dive: The Performance Gap between Lumen and Raster Lighting |
01:35:02
|
| Physics Interaction: VR Collision Capsules and Elevator Logic Improvements |
00:07:04
|
| Math Fix: Resolving Light Visibility Calculation Errors in Parent Actor Bounds |
03:05:45
|
|
| 2025-08-31 |
[150](https://www.youtube.com/watch?v=AId0-gpR7uE) |
4 hours, 12 minutes, 21 seconds |
Starship Simulator - Building A Starship From Scratch - Part 16
Summary This stream is primarily focused on a new technical optimization tool for patch 226, designed to programmatically set view distances for every mesh and light on the ship to improve performance. The developer then transitions back to the Caravella, detailing the structural ribbing of the hull and finalizing the layouts for the senior crew quarters and forward nose cone. A significant design decision is made to turn the nose cone into a multi-level crew mess and lounge area, utilizing large panoramic windows to create a "dome in space" aesthetic.
|
| Highlight |
timestamps
|
| Technical Showcase: New Optimization Tool for Automated View Distance Tracing |
00:03:11
|
| Performance Deep Dive: Sphere-based Line Tracing (360x360) for Occlusion Culling |
00:08:32
|
| Technical Limitation: Programmatically Setting Light Draw Distances in C++ |
00:21:15
|
| Structural Workflow: Isolated Geometry Working Spaces in SketchUp |
00:38:15
|
| Design Logic: Defining Support Ribs Based on Hull Thickness Offsets |
00:45:00
|
| Ship Mechanics: Tying FTL Speed to Mass and Sublight Engine Output |
01:45:12
|
| Interior Layout: Finalizing the Captain and Exo's One-Bedroom Apartments |
01:55:28
|
| Lore Focus: Designing the Bridge for Visual 1:1 Connection to the Vessel |
01:59:30
|
| Space Optimization: Integrating Galley Kitchens and Built-in Lounge Furniture |
02:33:22
|
| Design Evolution: Transitioning the Nose Cone to a Multi-Level Mezzanine |
03:19:53
|
| Lore Deep Dive: Lara Corp Ethical Boundaries and Corporate Philosophy |
03:40:13
|
| Aesthetic Vision: Creating a "Dome in Space" with Panoramic Bar Windows |
04:08:36
|
|
| 2025-09-04 |
[151](https://www.youtube.com/watch?v=axF8dSQCYjg) |
3 hours, 08 minutes, 49 seconds |
Starship Simulator - Dev Build
Summary This stream focuses on detailing the ship's interior ceiling panels, specifically focusing on the complex geometry above the VIP planter areas. The developer demonstrates technical workflows for vertex merging in SketchUp and importing modular assets into Unreal Engine 5.6. Key technical discussions include the implementation of "Potato Mode" for lower-end hardware, the transition to Lumen-based real-time global illumination, and the challenges of maintaining consistent scaling when editing master actor variables.
|
| Highlight |
timestamps
|
| Technical Milestone: Explaining the "Potato Mode" Performance Target (60 FPS on 1050Ti) |
00:04:01
|
| Modeling Workflow: Troubleshooting Overlapping Vertices and Pathing Errors |
00:12:37
|
| Technical Design: Even Spacing of Ceiling Grid Bars via Path Splitting |
00:25:01
|
| Gameplay Update: Progress on Bridge NPCs and Text-Based Alien Cultures |
00:35:03
|
| Graphics Deep Dive: Deferred Rendering Pipeline and VR Minimum Spec (RTX 3080) |
00:47:35
|
| Engine Bug: Analysis of Variable Resets during Master Actor Edits |
00:56:41
|
| Navigation Tech: NPC Pathfinding Issues on Curved Staircase Meshes |
00:58:02
|
| Lighting Tech: Implementing "Fake GI" Bounce for Plant Growth Accents |
01:00:56
|
| Unreal Engine 5: Toggling Lumen Real-Time GI vs. Screen Space Ambient Occlusion |
01:03:13
|
| Modeling Challenge: Merging Curved Ceiling Paths with Stairwell Cavities |
02:55:31
|
| Asset Integration: Batch Re-importing FBX Ceiling Segments into UE 5.6 |
02:59:57
|
| Future Roadmap: Defining the "Full Gameplay Loop" Targets for 2026 |
03:03:52
|
|
| 2025-09-07 |
[152](https://www.youtube.com/watch?v=_JwL_XKiCQ4) |
4 hours, 21 minutes, 41 seconds |
Starship Simulator - Building A Starship From Scratch - Part 17
Summary This stream focuses on the complex geometric framing for the Caravella's nose cone and the layout of the ship's bar and lounge area. The developer tackles the technical challenge of creating equidistant structural beams along non-linear curves while establishing the "infinity pool" window aesthetic for the lounge. Significant technical work is done in Unreal Engine to import finalized corridor segments across multiple decks, testing the human scale of the crew quarters, shuttle bay, and engineering maintenance tunnels.
|
| Highlight |
timestamps
|
| Technical Milestone: Announcing the "Lumen" vs. "Potato" Beta Build Branches |
00:05:05
|
| Geometry Logic: Dividing Non-Linear Paths into 200cm Equidistant Segments |
00:15:08
|
| Structural Design: Implementing Perpendicular Planes for Curved Framing |
00:24:30
|
| Layout Strategy: Five-Window Spacing for the Nose Cone "Infinity Pool" Bar |
00:54:00
|
| Interior Design: Moving the Bridge to Priority Placement for Visual Inspections |
01:08:40
|
| Human Scale: Re-evaluating Serving Hatch Heights for NPC Interactions |
01:19:25
|
| Technical Polish: Thickening Inner/Outer Shells to Prevent Geometry Overlap |
01:25:10
|
| Modeling Workflow: Challenges with Subdividing Geometry vs. Triangulation |
01:48:50
|
| Concept Refinement: Integrating Vertical Farming and Planters in the Bar |
02:19:10
|
| Asset Organization: Naming Conventions for Multi-Deck Segment Exports |
03:29:15
|
| Scalability Check: Testing Shuttle Bay Footprints for Four-Vehicle Capacity |
04:15:30
|
| Atmosphere: Engineering Tunnels and the Goal of "Cramped" Maintenance Spaces |
04:17:50
|
|
| 2025-09-10 |
[153](https://www.youtube.com/watch?v=tToQ1qKYcwc) |
4 hours, 19 minutes, 24 seconds |
Starship Simulator - Dev Stream - Planter Lights and Ceiling Overhaul
Summary This technical dev stream focuses on detailing the ship's interior lighting systems, specifically the design and implementation of LED grow lights for onboard planters. The developer demonstrates new dynamic lighting features, such as scene projections from windows that cast ambient light into rooms, and the use of custom primitive data for material overrides. A significant portion of the stream is spent troubleshooting complex geometry joins between curved ceiling panels and stairwell cavities, alongside a deep dive into the localized "underfloor plasma coil" artificial gravity lore.
|
| Highlight |
timestamps
|
| Visual Tech: Implementing Window Scene Projections with Ambient Room Tinting |
00:08:02
|
| Technical Fix: Solving Temporal AA Blur on Transparent Window Materials |
00:09:17
|
| Environment Design: Modeling Full-Spectrum LED Grow Lights for VIP Quarters |
00:13:48
|
| Animation Tech: Adjusting Rect Light Barn Door Angles for Planter Accents |
00:24:03
|
| Design Philosophy: Integrating "Living Ship" Maintenance like Plant Care and Grime |
00:31:05
|
| Shader Logic: Overriding Dynamic Colors on a Per-Material Basis via Booleans |
00:56:24
|
| Power Grid: Testing Grow Light Responses to Emergency Power and Disco Mode |
02:00:06
|
| Asset Retrieval: Exporting Legacy 2022 Geometry for Door Panel Templates |
02:47:10
|
| Engine Logic: Sockets and Pivot Points for Curved Sliding Doors |
03:09:27
|
| Science Lore: Explaining Mass-Energy Equivalence in Artificial Gravity Plating |
03:52:28
|
| Tech Deep Dive: Localized Gravitational Inversion Loops and Reactor Load |
03:55:07
|
| Modelling Workflow: Using Perpendicular Edges for Snug Modular Panel Joins |
03:41:16
|
|
| 2025-09-14 |
[154](https://www.youtube.com/watch?v=wPCV93fummU) |
4 hours, 03 minutes, 01 seconds |
Starship Simulator - Building A Starship From Scratch - Part 18
Summary This stream continues the framework construction of the Caravella scout ship, focusing on structural alignment and technical systems like procedural damage and repair mechanics. The developer provides a deep dive into the ship's maintenance philosophy, where health and quality metrics dictate repair frequency. Technical milestones include exporting finalized corridor sections from SketchUp to Unreal Engine and refining the "Lunar Industries" corporate lore that informs the ship's design language.
|
| Highlight |
timestamps
|
| Technical Showcase: Procedural Light Pitch and Spline-Based Wiring |
00:06:24
|
| System Design: Implementing Procedural Panel Damage via Inverted Nanite Tessellation |
00:12:00
|
| Gameplay Logic: Health vs. Quality Metrics for Ship Hardware Longevity |
00:16:41
|
| Optimization: Managing Draw Calls for 5,000+ Lights and 10,000+ Wall Panels |
00:30:04
|
| Development Philosophy: The Urgency of Fire Suppression vs. Automated Systems |
00:31:26
|
| Crew Mechanics: Building Value through Experience Metrics and Recruitment |
00:33:28
|
| Lore & Setting: Reforming the UN and Corporate Warfare in 2261 |
01:37:42
|
| Meta Plot: The "Society for the Preservation of Humanity" Sabotage Faction |
01:47:06
|
| Design Vision: On-Hull Windows and the Characterization of the Vessel |
01:59:53
|
| Tech Constraints: Structural Integrity and the "Newtons of Force" on Docking Adapters |
02:38:26
|
| Lore Focus: Comparing the Caravella Spy Ship to the Admiral's Personal Yacht |
02:39:33
|
| Technical Roadmap: Transitioning the Engine to Multi-Ship Optimization Support |
03:55:47
|
|
| 2025-09-17 |
[155](https://www.youtube.com/watch?v=NtEyThjJtEQ) |
4 hours, 11 minutes, 41 seconds |
Starship Simulator - Dev Stream - Controller support
Summary This stream is dedicated to the technical implementation of universal controller and keyboard support for the game's 3D menus. The developer moves away from Unreal's built-in widget navigation in favor of a custom, ID-based system that allows for consistent highlighting and input processing across first-person and VR modes. Key technical tasks include optimizing Nanite dicing rates for performance, creating global event payloads for menu actions, and building a versatile macro to handle circular menu navigation and page logic.
|
| Highlight |
timestamps
|
| Optimization: Nanite Dicing Rate vs. GPU Performance Analysis |
00:06:10
|
| UI Architecture: Explaining the Need for 3D Physicalized Menus in VR |
00:22:02
|
| Input Mapping: Setting up Enhanced Input Actions for Menu Navigation |
00:24:14
|
| Logic Deep Dive: Building an ID-based System for Button Selection |
00:50:51
|
| Event Handling: Creating Global Event Broadcasts for UI Updates |
01:08:37
|
| Payload Design: Constructing Event Classes for Menu Page Data |
02:24:10
|
| Visual Feedback: Prototyping a Dynamic Highlighter for Selected Items |
02:57:53
|
| Controller Mapping: D-pad and Thumbstick Navigation Logic |
03:29:19
|
| Macro Logic: Creating a Reusable Page Determination System |
03:25:31
|
| Tech Polish: Handling Back Buttons and Menu Page Transitions |
03:30:02
|
| Refactoring: Building a Universal Menu Navigation Macro |
03:55:18
|
|
| 2025-09-21 |
[156](https://www.youtube.com/watch?v=eC3DKUr4s0U) |
4 hours, 13 minutes, 05 seconds |
Starship Simulator - Building A Starship From Scratch - Part 19
Summary In this episode of the Caravella scout ship build, the developer shifts focus from structural layout to interior aesthetic design and paneling logic. A significant portion of the stream is dedicated to prototyping a "luxury corporate" look for the corridors, experimenting with wood inlays, curved floor edges, and integrated lighting. Technical discussions cover the implementation of unified actor classes for ship panels and the challenges of maintaining consistent snapping guides for modular interior segments.
|
| Highlight |
timestamps
|
| Dev Update: Main Menu UI Improvements and Controller Support Progress |
00:05:50
|
| Design Goals: Establishing the "Lunar Industries" Luxury Aesthetic |
00:08:42
|
| Structural Logic: Aligning Wall Brackets and Doorway Clearances |
00:16:50
|
| Optimization Strategy: Standardizing Panel Widths for Modular Copy-Pasting |
00:25:30
|
| Concept Art: Prototyping Curved Floor Trim and Recessed LED Strips |
00:38:15
|
| Material Logic: Using Two-Layer Panels for Consistent Wooden Trim Revelations |
00:46:40
|
| Modeling: Creating a Master Wall Panel Template with Soundproofing Seals |
01:15:15
|
| Tech Deep Dive: Custom Primitive Data for Per-Tile Carpet Dirt and Lighting |
02:29:40
|
| NPC Interaction: Discussion on Crew Morale based on Ship Cleanliness |
02:33:20
|
| Inspiration: Using Stargate-Style Gold Inlays for Luxury Woodwork |
02:42:36
|
| Visual Style: Comparing Round vs. Angled Panel Ends for Corridors |
03:47:20
|
| Creative Concept: The "Digital Fish Tank" Lift Shaft Screen Idea |
04:07:55
|
|
| 2025-09-24 |
[157](https://www.youtube.com/watch?v=W50IIzVPsNA) |
4 hours, 14 minutes, 02 seconds |
Starship Simulator - Dev Stream - Settings choices & UI
Summary This stream focuses on the tedious but critical task of overhauling the game's settings menu to support both keyboard and controller navigation. The developer implements a new grid-based UI layout, separating engine features from visual effects, and introduces contextual text descriptions for each setting to improve user experience. Technical work also includes fixing multiplayer connectivity issues, addressing VR performance spikes, and beginning the integration of "Mega Lights" and Lumen toggles into the graphics options.
|
| Highlight |
timestamps
|
| Technical Update: Multiplayer Fixes and VR Performance Status |
00:03:54
|
| UI Architecture: Transitioning to Grid Panels for Layout Management |
00:08:45
|
| Input Logic: Implementing Keyboard Focus and Controller Navigation |
00:10:06
|
| Menu Facelift: Redesigning the Multiplayer UI and Close Button Logic |
00:11:46
|
| Enum Management: Expanding Settings Categories for Tabbed Navigation |
00:23:01
|
| Dynamic UI: Auto-Scaling Highlighters based on Absolute Element Size |
00:26:59
|
| Enhanced Inputs: Setting up Tabbed Navigation with Shoulder Buttons |
01:05:24
|
| Design Philosophy: The Case for Tasteful Motion Blur in Simulation |
02:05:08
|
| Procedural Tech: Unreal 5.7 Procedural Foliage Tool Discussion |
03:26:45
|
| FTL Mechanics: Explaining the 300 Light Years per Hour Speed Balance |
03:27:08
|
| Graphic Logic: Integrating Ship Lighting Shadows with Mega Lights |
04:03:20
|
| Visual Polish: Fixing Graininess via Mega Lights Downsample Factor |
04:06:56
|
|
2025 Q4
Dev Streams List for the forth quarter of the year 2025 (Click to Expand/Collapse)
| 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
Summary This stream focuses on technical milestones for ship-building automation and interior detailing. The developer implements a unified socket-based snapping guide to streamline wall and floor panel placement across multiple ship decks. Significant technical work is done on Unreal Engine 5's shader complexity and transparency, specifically optimizing the lift's "fish tank" glass to balance visual quality and performance. The session also details the "smart glass" feature for seasonal environmental displays and the implementation of real-time shadows for floor-level accent lighting.
|
| Highlight |
timestamps
|
| Planetary Transition Strategy: Cloud Masking and Cutscenes |
00:19:33
|
| Science Gameplay: Gathering Physical Samples and Lab Research |
00:22:06
|
| Procedural Flora: Engine-Level Asset Pools and Gravity Variation |
00:29:38
|
| Technical Milestone: Implementing the socket-based Snapping Guide |
00:50:03
|
| Modeling: Adjusting Floor Height and Deck Z-Alignment |
00:59:25
|
| Foot IK Optimization: Addressing Snapped Ankle Anomaly in Grooves |
01:09:13
|
| Feature Design: Seasonal "Smart Glass" Lift Environment Selection |
03:01:58
|
| Blueprint Logic: Creating Lighting-Aware Wall Panel Actors |
02:29:46
|
| Shadow Tech: Real-Time NPC Shadow Casting for Floor Accent Lights |
02:44:09
|
| Optimization: Combined LED and Main Light Contributions |
02:15:15
|
| Construction Log: Analyzing Shader Complexity and Transparency Layers |
01:59:53
|
|
| 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
Summary This stream details a massive technical push for optimized graphics, featuring a demonstration of Unreal Engine 5's "MegaLights" which allows the developer to increase frame rates from 40 to 120 FPS with full real-time shadowing. The session then focuses on the Caravella's central feature: a smart-glass "fish tank" lift. The developer implements the technical framework for the lift shaft, including track pillars, a 2.5-meter puck floor, and explores the use of 2D parallax textures to render dynamic seasonal scenes (Halloween, Christmas) on the lift walls.
|
| Highlight |
timestamps
|
| Graphics Update: MegaLights Real-Time Shadowing Benchmarks |
00:06:31
|
| Performance Optimization: Low, High, and Ultra Lighting Presets |
00:07:02
|
| Rendering Logic: Solving "Spiggles" (Ray-Tracing Noise) |
00:09:05
|
| Third-Party Plugins: Divorce from External Reliance Strategy |
00:11:15
|
| Technical Design: Smart-Glass "Fish Tank" Lift Framework |
00:15:09
|
| Ergonomics: Sizing the Lift Puck for Medical Gurneys |
00:23:02
|
| Transparency Optimization: Reducing Overlapping Glass Shaders |
00:38:44
|
| Structural Detail: Magnetic Lift Tracks and Deck Join Points |
00:45:00
|
| Texture Engineering: 2D Parallax Fish Tank Render Layers |
02:26:14
|
| Material Logic: Additive vs. Masked Shaders for Holograms |
02:53:45
|
| Evolutionary Physics: Tying Power Generation to Reactor Size |
03:55:34
|
|
| 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
Summary This session is dedicated to the interior design and technical framework of the Magellan class senior officer quarters (VIP suites). The developer implements a central "fire pit" feature using smart glass that can cycle through different environmental holograms. Technical milestones include a deep dive into SketchUp geometry repair for non-coplanar vertices and a detailed discussion on future ship-building systems, which must account for live electrical cabling and data conduits rather than simple modular snapping.
|
| Highlight |
timestamps
|
| Technical Milestone: Live Cabling Constraints on Ship Building |
00:07:22
|
| Design Evolution: Open-Plan VIP Suites vs. standard Quarters |
00:07:46
|
| Hardware Engineering: Organic 3D Printers for In-Room Dining |
00:16:41
|
| Architectural Logic: Ceiling Cavity and HVAC clearance Requirements |
01:07:25
|
| Geometry Repair: Fixing Corrupted Mesh and Vertex Misalignment |
01:19:46
|
| Structural Milestone: implementing the "Ceiling Virus" Geometry Fix |
01:25:57
|
| Technical Logic: Render Layering for accurate In-Game Deck Maps |
01:40:51
|
| Future Tech Theory: On-Demand AI generated Entertainment Screens |
02:15:21
|
| Feature Design: Multipurpose Holographic Centerpiece (Fire/Fish/Water) |
02:57:16
|
| Rendering: Troubleshooting Niagara particle Color and Tone Mapping |
03:10:07
|
| Hardware Detail: furniture Ergonomics and Seating communicability |
03:15:32
|
|
| 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
Summary This stream marks a major milestone as the developer successfully flies the Caravella for the first time by hot-wiring the FTL drive and bridge consoles. He implements a new "Vessel ID" system to handle multi-ship persistence and localized player context. Technical work continues on Deck 1, including the integration of structural ribbing for the bridge dome, a central feature lift inspired by the Titanic's grand staircase, and a detailed look at the challenge of localized light bounces and shadow maps in orbit.
|
| Highlight |
timestamps
|
| Technical Logic: Automated Logical Overlap for Cable Connections |
00:22:09
|
| Multi-Ship Persistence: Implementing the "Vessel ID" Integer System |
00:28:04
|
| Live Flight Demo: Reaching 2.5 Million C in the Caravella |
00:57:16
|
| Hardware Engineering: End Supply vs. Point-to-Point Cable T-Sockets |
00:51:41
|
| Rendering Tech: Lumen Scene Distance Fields and MegaLights Shadows |
01:08:32
|
| Structural Milestone: Double-Layer Ribbing and Longitudinal Support |
01:23:37
|
| Design Evolution: The "Titanic" Feature Lift and Domed Skylight |
01:47:30
|
| Geometry Check: Correcting 1.25 cm Edge Misalignments |
02:22:12
|
| Mission Specs: retrofitting Cargo Holds into Hydroponics |
02:32:05
|
| Simulation Depth: Global States and Custom State-Aware NPCs |
02:34:07
|
| Layout Design: Senior Officer Quarters and Science Lab Corridors |
03:54:10
|
|
| 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
Summary This stream is a technical and design deep dive into the senior officer (VIP) quarters on the Magellan class. The developer focuses on implementing complex multi-layered wall paneling that combines synthetic wood trim with white plastic and integrated LED alert strips. Key technical milestones include the design of a retractable holographic fireplace table and a detailed discussion of the ship's decentralized quadrant-based electrical and HVAC infrastructure.
|
| Highlight |
timestamps
|
| Engineering Logic: Quadrant-Based Electrical Isolation |
00:13:56
|
| Optimization: Ceiling Panel Bracket and Metal Backing Design |
00:05:53
|
| Life Support: Dual-Vent HVAC Airflow Cycle Strategy |
00:30:40
|
| Gravity Generation: Field Coil Grid Logic and Floor Cavities |
00:32:58
|
| Technical Modeling: Complex Multi-Axis Curved Wall Panels |
01:08:39
|
| Material Pass: synthetic Wood vs. Lunar-Molded Resin |
00:50:56
|
| Visual Scripting: ship-Wide Global engineering States |
02:34:04
|
| Design Integration: Retractable Holographic Fireplace Table |
02:57:16
|
| Visual FX: Troubleshooting Niagara Fire Emitters and Tone Mapping |
03:00:42
|
| Hardware: standard Dining Height and Ergonomic Leg Room Check |
03:28:39
|
| Multi-Player Persistence: physics Object Save Condition on Host |
04:08:37
|
|
| 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
Summary This stream highlights a major optimization breakthrough where the developer implemented a custom script to automate max render distances for thousands of ship actors using line-trace spheres. Technical milestones include the integration of a realistic holographic fire effect for the VIP quarters and a complete redesign of the Caravella's engineering layout. The new design introduces a 5th deck for fuel scoops, vertical cable runs for "crap-your-pants" high voltage, and a centralized gantry-style lift system.
|
| Highlight |
timestamps
|
| Optimization Milestone: Automated Max Draw Distance Script |
00:04:12
|
| Technical Logic: Nanite Culling and Occlusion Query Reduction |
00:07:34
|
| Visual Effects: Realistic Holographic Fire and Multi-Shadow Casts |
00:15:49
|
| Engineering Redesign: Direct Access to Main Stairwell |
00:24:20
|
| Hardware Design: Physical Mesh UI Screens vs. Widgets |
00:27:37
|
| Technical Logic: Wall Panel Repair Kits and Generic Crates |
01:55:32
|
| Deck Expansion: Implementation of Deck 5 and Fuel Scoop Hardware |
02:38:02
|
| Evolutionary Design: Comparing Magellan vs. Caravella Layouts |
02:57:55
|
| Power Distribution: Routing "High Voltage" FTL Cables |
03:04:33
|
| Simulation Logic: Red Alert Protocols and NPC Stalking |
03:38:21
|
| Gantry Design: Open Shaft Architecture and EM Shielding |
03:43:46
|
|
| 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
Summary This stream is primarily a deep dive into advanced Unreal Engine 5 optimization techniques and continued design of the VIP crew quarters. The developer details his process for culling lighting and nanite geometry via C++ to improve the deferred lighting pass. Technical milestones include the implementation of a blueprint-driven holographic fireplace that features a retractable glass cylinder and integrated Niagara particles, alongside a detailed discussion on the physics of fusion reactors and spline-based cable routing.
|
| Highlight |
timestamps
|
| Technical Milestone: C++ Light Culling for Deferred Lighting |
00:08:48
|
| Nanite Optimization: Analysis of HPZ Culling and Occlusion Queries |
00:09:29
|
| Design: VIP Quarters Floor Bracing and Gravity Plating |
02:53:23
|
| Technical Logic: Spline-Based vs. Static Mesh Cable Routing |
00:56:36
|
| Reactor Physics: Neutral Beam Injectors and Plasma Stability |
01:01:45
|
| Blueprint Feature: Retractable Hologram Glass Animation |
03:15:18
|
| MegaLights: Implementing Ray-Traced Fireplace Lighting |
03:29:26
|
| Material Science: Nanite Tessellation and Pixel Displacement |
03:30:27
|
| UI Strategy: Integrated Room Configuration Control Panels |
00:45:15
|
| Visual Effects: Niagara Particle Synchronization with Timelines |
03:47:08
|
|
| 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
Summary This stream focuses on the technical architecture for multi-vessel persistence and seamless transition between ships. The developer demonstrates a new teleportation system that allows players to move from the main ship to a shuttle's static interior while independently updating the galactic reference frame. Significant progress is made in decoupling vessel IDs on the game state, enabling a shuttle to exist in a completely different star system than the Magellan without loading screens.
|
| Highlight |
timestamps
|
| Technical Goal: Multi-Vessel Transition Mechanics |
00:06:13
|
| UI Updates: Button Logic and Hover Descriptions |
00:08:54
|
| Reactor Scaling: Volume vs. Radius Math Breakdown |
00:15:29
|
| Upgrade Paths: Material Science and 3D Component Printing |
00:48:39
|
| Static Interior Logic: The "Portal" Teleport Strategy |
01:35:02
|
| The Wave Test: Syncing Player Proxies Across Ships |
02:07:27
|
| Multi-Ship Physics: Decoupling Vessel States on Game State |
02:30:57
|
| Trigger Box Implementation: Automatic Vessel Context Switching |
02:44:37
|
| Live Test: Traveling 6 Light-Years via Shuttle Doorway |
03:12:12
|
| Sector Generation: Loading Star Systems Under 1 Second |
03:16:00
|
| Positional Jitter Analysis: Floating Point Error Mitigation |
03:31:07
|
| 3D Printer Economy: Elemental Recipes for New Shuttles |
02:48:21
|
|
| 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
Summary This session focuses on major technical milestones regarding multi-vessel persistence and independent galactic rendering. The developer successfully demonstrates that a shuttle and the main ship can exist at different coordinates simultaneously, each maintaining its own independent view of the galaxy without floating-point jitter. Integration work continues on the Caravella, including the implementation of its unique loading screen, ship selection UI in the main menu, and initial bridge layout revisions involving a central holographic display and custom window framework.
|
| Highlight |
timestamps
|
| Multi-Vessel Persistence: Independent Galaxy Views Demo |
00:12:06
|
| Technical Milestone: Zero Jitter at Large Real-World Scales |
00:17:22
|
| Seamless Teleportation: Transitioning Between Ship Interiors |
00:28:59
|
| Caravella Proxy vs. Physics Sim Model Implementation |
00:44:01
|
| New Ship Selection UI: Lore and Technical Specifications |
01:00:31
|
| Steam ID Lockdown: Managing Access for Content Pass Holders |
01:51:04
|
| Caravella Loading Sequence: Custom Macro and FOV Logic |
01:57:01
|
| Bridge Layout: Design of the Central Tactical Table |
02:26:27
|
| UI Logic: Handling Hover States and Outline Coloration |
01:09:17
|
| Framework Geometry: Cutting Windows into the Bridge Dome |
03:19:00
|
| Scale Verification: 2.5m Ceiling Height and Headroom Check |
04:00:08
|
|
| 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
Summary This stream shifts focus to the internal infrastructure of the Caravela-class scout vessel, prioritizing hardware layout before room detailing. The developer utilizes napkin math and spreadsheets to determine the fusion reactor's plasma volume requirements (approx. 1.84m cubed) based on FTL field dimensions. Significant progress is made in routing fuel, coolant, and electrical distribution lines, including the placement of a 169-ton water storage tank in the ship's nose to balance the center of mass.
|
| Highlight |
timestamps
|
| Engineering Math: Calculating Reactor Plasma Volume for FTL |
00:10:14
|
| Drama vs. Physics: Why Lights Don't Dim During Power Loss |
00:18:16
|
| Hull Design: Integrating the Ram Scoop and Under-Deck Tankage |
00:23:15
|
| Spline Meshes vs. SketchUp: Choosing a Pipe Modeling Workflow |
00:30:41
|
| Procedural Damage: Using Noise and Negative Tessellation for Cables |
00:35:15
|
| Electrical Sim: Resistance, Heat, and the One-Hertz Update Cycle |
00:41:52
|
| Life Support and Refinery: Planning Deck 2 Engineering Spaces |
00:46:40
|
| Infrastructure Layout: Positioning Battery Aggregators and Distributors |
00:49:45
|
| Fuel Loop: Routing the Gas-to-Liquid Cryogenic Chillers |
01:07:36
|
| Material Science: The Titanium-Gold Alloy (TI3U) Pressure Hull |
02:13:22
|
| Engine Pods: Modular Clusters with Independent Fuel Feeds |
02:46:42
|
| New Stream Schedule: Introducing "Casual Friday" Dev Sessions |
03:45:16
|
|
| 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
Summary This stream focuses on the interior detailing of the Magellan's VIP quarters, specifically establishing standardized "anchor points" and sockets for furniture and flooring. The developer implements a modular carpet and wood plinth system, transitioning from the central lounge area into a dedicated kitchen/galley footprint. Technical discussions cover the implementation of 2D vs. 3D menus for VR/First-person modes and the challenges of face-weighted normals when exporting from SketchUp to Unreal Engine.
|
| Highlight |
timestamps
|
| Technical Milestone: 2D/3D Menu Strategy for VR and First Person |
00:05:25
|
| Establishing Central Room Anchor Points for Modular Snapping |
00:18:12
|
| Designing the Curvy Carpet Segments and Pillar Wraps |
00:25:00
|
| DLC Roadmap: Exploration vs. Military Carrier Focus |
00:36:09
|
| Exporting Snap Guides and Sockets to Unreal Engine |
01:03:47
|
| Modular Ship Creator Philosophy: Starfield Comparison |
01:14:51
|
| Collision Strategy: Complex vs. Box Colliders for Floor Panels |
01:34:02
|
| Galley Kitchen Planning: UK Cabinet Sizing and Appliance Layout |
02:27:07
|
| Furniture Implementation: Importing the VIP Dining Table |
02:40:37
|
| Lighting and Materials: Testing Dark Slate vs. Wood in the Kitchen |
03:22:20
|
| Visual Polish: Adding Custom Normal Maps to Slate Tiles |
03:35:20
|
| Friday Stream Announcement: Casual Fridays and Planetary Landings |
03:52:54
|
|
| 2025-11-14 |
[169](https://www.youtube.com/watch?v=JH3Dij4UxCk) |
4 hours, 8 minutes, 37 seconds |
Starship Simulator - Random Friday - NPCs
Summary This "Random Friday" stream focuses on populating the Magellan with a full crew of 200 NPCs and optimizing their performance. The developer demonstrates a "cat spawner" test to prove that over 1,000 entities can exist simultaneously using proximity-based tick rate reduction and skeletal mesh hiding. The session transitions into establishing "Points of Interest" across B and F decks, implementing logic for specialized crew roles, and debugging pathfinding issues related to nav-mesh proxies and deck-to-deck transitions.
|
| Highlight |
timestamps
|
| Optimization Stress Test: 1,000+ Pathing Entities (Cats) |
00:05:27
|
| NPC Logic Overview: Event-Driven Tasks and Performance |
00:18:18
|
| Setting Up Steward POIs in the VIP Lounge |
00:15:28
|
| Solving the "Sticky Lift" Collision Bug |
00:29:19
|
| Implementing Bathroom/Bladder Logic and POI Reservations |
00:44:04
|
| Blueprint Interface: Custom POI Descriptions and Linger Times |
01:02:20
|
| Debugging Cross-Deck Pathing and Z-Axis Proximity |
01:22:13
|
| Intelligence Check: Sorting Closest Bathroom by Array Index |
01:30:14
|
| Nav-Mesh Maintenance: Blocking Table Surfaces for NPCs |
02:26:08
|
| Assigning Deck-Specific Roomba Service Areas |
03:35:46
|
| Science Division: Populating B-Deck Labs with 26 Scientists |
03:51:03
|
| Visual Optimization: Proximity Animation Ticking Demonstration |
04:02:33
|
|
| 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
Summary This stream focuses on the technical infrastructure of the Caravela, specifically the logical and physical routing of electrical cabling and high-voltage power distribution. The developer implements a deck-based electrical grid system, utilizing per-deck battery arrays and breaker boxes to ensure redundancy, especially for critical areas like the bridge. Key technical discussions include the use of "Direct Energy Harvesting" for fusion power and the planned implementation of shield capacitor banks that drain based on weapon impact frequencies.
|
| Highlight |
timestamps
|
| Interaction System: Occluded Highlights and Proximity Logic |
00:06:40
|
| Strategy: Treating Each Deck as an Independent Electrical Grid |
00:07:25
|
| Engineering Workflow: Designing the Chief Engineer's Reactor Office |
00:13:29
|
| Power Distribution: High-Voltage vs. 240V Domestic Circuits |
00:30:47
|
| Technical Milestone: Remote Breaker Control via Telnet/Console Terminal |
00:35:09
|
| Redundancy Design: Multi-Deck Power Feeds for the Bridge |
01:09:34
|
| Shield Mechanics: Capacitor Drains and Frequency Matching Strategy |
01:40:21
|
| Weapon Logistics: 3D Printing Rail Gun Slugs via Material Pellets |
01:59:38
|
| Modular Probes: Payloads for Aquatic, Geological, and Science Sampling |
02:54:35
|
| Gamedev Roadmap: Special Edition Caravela vs. Free Release Version |
02:10:06
|
| Science Realism: VASMIR Thrusters and Magnetic Refrigeration Chillers |
03:38:37
|
| Vault Tour: Viewing the Original Miranda-esque Magellan Concepts |
03:47:24
|
|
| 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
Summary This session focuses on refining the NPC crew logic and technical infrastructure aboard the Magellan. The developer implements a new "service timer" for points of interest to prevent repetitive NPC behavior, such as over-watering plants. Significant progress is made in defining science lab specializations and their associated hardware requirements. Additionally, the developer discusses the technical transition from generic NPC roles to specific crew IDs tied to assigned quarters and duty stations.
|
| Highlight |
timestamps
|
| Interaction System: Occluded Highlights and Sitting Range Logic |
00:06:02
|
| Implementation: Dynamic NPC Task Labels and Debug Text |
00:09:00
|
| Problem Solving: Fix for NPCs Jumping Over Bars and Getting Stuck |
00:14:24
|
| Strategy: Reusable Structs for POI Scalability |
01:06:30
|
| Technical Milestone: Multi-Ship Deck Reference Enum System |
01:09:42
|
| NPC Logic: Lift and Stairwell Selection via Deck Distance Tracking |
01:12:01
|
| Science Deep Dive: The Role of Materials in FTL Upgrade Loops |
02:03:22
|
| Linguistics Lab: Unlocking Alien Languages via Probe Data |
02:22:12
|
| Shift Scheduling: Balancing Watch Patterns and Night Shifts |
02:30:16
|
| Staffing Strategy: Automated Drone Robots as Deck Crew |
03:04:03
|
| Performance Test: 132 NPCs at Max Graphics (Lumen/Fog) |
04:03:14
|
| Navigation Demo: Flying the Magellan to Saturn in FTL |
04:08:54
|
|
| 2025-11-21 |
[172](https://www.youtube.com/watch?v=-0jGwUELfIM) |
4 hours, 0 minutes, 12 seconds |
Starship Simulator - Random Friday! Crew Rosters
Summary This session focuses on the technical implementation of the ship's crew roster and shift management systems. The developer establishes a detailed spreadsheet-to-game logic for 196 crew roles, including specific rank structures (based on the Royal Navy) and department allocations. A major milestone is the creation of a "Shift Manager" actor—physicalized as a server in the ship's server room—which broadcasts shift change events, causing NPCs to dynamically transition between duty stations and assigned crew quarters using a new POI-matching ID system.
|
| Highlight |
timestamps
|
| Assigned Positions: The Transition from Roles to Numbered Slots |
00:03:38
|
| Technical Milestone: VR Character Spawning Order and Global Events |
00:10:44
|
| Science Deep Dive: How Neutron Stars Negatively Affect Continuous Warp |
00:13:51
|
| Roster Logic: Breaking Down 196 Crew Members by Department |
00:15:01
|
| Narrative Design: The Scrag Alien Hierarchy and Narrative Crossovers |
00:19:07
|
| Shift Scheduling: Balancing the 24-Hour Cycle Across 3 Shifts |
01:09:01
|
| Quarters Allocation: Mapping 204 Available Rooms to Specific Roles |
02:10:55
|
| Implementation: The Shift Manager Actor and String-to-Int Payloads |
02:28:14
|
| NPC Optimization: Adaptive Render Targets for Nameplates and Debugs |
02:49:47
|
| Logic System: Assigning Crew IDs to Specific Points of Interest (Beds) |
03:11:06
|
| Pathing Test: NPCs Transitioning Between Work and Sleep Quarters |
03:53:38
|
|
| 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
Summary This session explores the technical feasibility of a "Starship Lego" modular construction system, moving toward a strict grid-based framework for ship assembly. The developer tests 2m x 2m grid cubes to standardize wall and door sections while maintaining organic weld lines. A significant portion of the stream is dedicated to prototyping crew quarters, specifically balancing human scale within the grid to accommodate double-bunking, modular bathrooms, and built-in storage.
|
| Highlight |
timestamps
|
| The "Legoization" Strategy: Transitioning to Grid-Based Frameworks |
00:04:38
|
| Technical Philosophy: Utility Tractor Beams vs. Magical Beams |
00:07:32
|
| Design Detail: SpaceX-Inspired Visible Weld Lines and Steel Plate Fabrication |
00:10:41
|
| Logic for Phasing: Interdimensional Travel as Cloaking Alternative |
00:33:22
|
| Implementation: Modular Door Frame and Track Assemblies |
00:36:11
|
| Gamedev Pipeline: Rapid Prototyping via Mesh Snap Points |
01:13:23
|
| Narrative Design: The Scrag Alien Hierarchy and HR Giger Aesthetics |
01:58:02
|
| Crew Quarter Layout: Staggered Double Bunks and 12-Hour Shift Rotations |
01:58:17
|
| Sci-Fi Realism: Multi-Purpose Science Tools and Disciplinary Efficiency |
01:59:33
|
| Modeling: Standardizing Floor Tiles for Clean Collision Logic |
02:15:56
|
| Prefabrication: The Bathroom and Bed Module Bolting Logic |
02:31:27
|
| Interior Design: UK Small Double Mattress Scaling for Starships |
02:51:24
|
|
| 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
Summary This stream focuses on the design and technical logic of the Magellan-class VIP quarters' kitchen unit. The developer implements a built-in galley featuring a curved corner sink, an induction hob, and integrated 3D printing stations. A major technical discussion covers the "great plate debate," where it is decided that dual organic and non-organic 3D printers will act as both creators and molecular deconstructors for waste disposal, eliminating the need for traditional dishwashers in crew quarters.
|
| Highlight |
timestamps
|
| Technical Philosophy: 3D Printers as Molecular Deconstructors |
00:05:00
|
| Science Deep Dive: Atomic Stitching and Magnetic Field Printing |
00:16:00
|
| Design Language: Mirroring Curve Aesthetics in VIP Units |
00:59:00
|
| Implementation: Triple-Join Built-in Galley Footprint |
01:43:00
|
| Layout Strategy: The "Create-Wash-Cook-Serve" Flow |
01:50:00
|
| Extraction Logic: Integrating Cooking Hoods with the HVAC System |
02:19:00
|
| Resource Management: Elemental Bins and Pellet-Based Fueling |
02:22:00
|
| Progression Loop: Finding Nutrient-Dense Plants for Printer Fuel |
02:31:00
|
| UI/UX: Picture-Driven Animated Drink Selection Screens |
03:03:00
|
| Modeling: Adjusting Shelf Snapping Points for Sloping Ceilings |
03:38:00
|
| Visual Polish: Adding Under-Counter and Plinth Lighting |
03:42:00
|
|
| 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
Summary This stream focuses on the initial development of the "Star System Designer" tool, which allows players to create scientifically plausible star systems. The developer establishes the technical framework for the tool, including a dedicated save game structure and UI logic that enforces realistic constraints based on stellar classification. Key features discussed include one-to-one scale planetary surfaces using 2D-to-spherical teleportation logic and a mass budget system that prevents impossible planetary configurations.
|
| Highlight |
timestamps
|
| Technical Demo: GPU-Based Clip Map Planetary Terrain |
00:05:38
|
| Scalability: One-to-One Scale Planets and Spherical Illusion Logic |
00:13:12
|
| Designing the "Condensed Scale" Visual System View |
00:16:50
|
| Implementation: Nested Structs for System, Planet, and Moon Data |
01:04:07
|
| Logic for Barycenter-Centric Multi-Star System Hierarchies |
01:14:51
|
| Enforcing Scientific Plausibility: Star Type and Temp Ranges |
01:19:22
|
| Scaling Down the Star Actor for Tool-Specific Rendering |
02:00:26
|
| Global Event Payloads for Real-Time Star Parameter Updates |
02:41:52
|
| Seed-Driven Sunspot and Material Generation |
03:03:50
|
| The "Mass Budget" System: Protoplanetary Disc Calculations |
03:22:29
|
| Metallicity and Stellar Age Constraints for Planetary Life |
03:29:46
|
| Programming: Formatting Stellar Age Units (Millions vs. Billions) |
03:41:29
|
|
| 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
Summary This session marks a significant pivot from interior layout to technical infrastructure and procedural generation systems. The developer begins by demonstrating a prototype for planetary landings using the Shader World plugin, showcasing infinite, noise-driven terrain with real-time collision. The remainder of the stream is dedicated to a meticulous mapping of the starship's electrical nervous system, establishing specific cable routes, breaker box locations, and redundant power supplies for critical systems like the bridge and shuttle bay force fields.
|
| Highlight |
timestamps
|
| Prototype Demo: Infinite Procedural Planetary Terrain |
00:04:00
|
| Shader World Logic: GPU-Driven Noise and Geometry Stamps |
00:08:00
|
| Simulating Spherical Worlds via Skybox Rotation on Flat Terrain |
00:13:20
|
| VR Locomotion: Arm Swing vs. Teleport vs. Seated Mouse/Keyboard |
00:31:00
|
| Transitioning to a "Pulsed" C++ Electrical System for Performance |
00:47:00
|
| Mapping the Bridge Redundant Power Distribution |
00:59:00
|
| Designing Localized "Smart Light" Logical Power Switching |
02:29:00
|
| Physical Infrastructure: Segmented Repairs and Spheres of Damage |
02:35:00
|
| Routing High-Voltage Circuits for RCS and Weapons |
03:09:00
|
| Designing the Shuttle Bay Force Field Redundant Power Node |
03:34:00
|
| Armor Strategy: Protecting Rear-Mounted Battery Aggregators |
03:39:00
|
| Visual Milestone: The "Nervous System" View of Starship Internals |
03:45:00
|
|
| 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
Summary This episode focuses on the physical modeling and routing of high-voltage electrical infrastructure within the Magellan-class starship. The developer moves away from temporary spline-based placeholders in favor of static mesh cabling modeled in SketchUp to ensure clean, symmetrical pipework and accurate collision. Key technical discussions include the implementation of "under-floor gravity plating" as a localized alternative to ship-wide fields, and the design of the "Shaft of Doom"—a vertical power conduit feeding the FTL ring capacitors.
|
| Highlight |
timestamps
|
| Transitioning from Spline Cables to Static Mesh Infrastructure |
00:17:23
|
| Design Concept: The "Shaft of Doom" Power Conduit |
00:20:55
|
| Direct Energy Harvesting: Magnetic Field Pressure Physics |
00:25:01
|
| Arcing Distances and Cable Diameter Calculations |
00:36:07
|
| Localized Gravity: Grid-Based Under-Floor Coils |
00:49:02
|
| Strategy for Multi-Quadrant Power Redundancy |
00:55:54
|
| Modeling High-Voltage Feed Ring Around the Reactor |
01:13:48
|
| Junction Box Implementation for Per-Segment Corridor Power |
02:28:45
|
| Technical Milestone: 5,000 Amp Breakers for FTL Systems |
02:43:18
|
| Visualizing Infrastructure via Cutaway Diagrams |
03:52:08
|
|
| 2025-12-06 |
[178](https://www.youtube.com/watch?v=0n3DCsmZ99U) |
3 hours, 50 minutes, 16 seconds |
Starship Simulator - Random Saturday! (Planetary Landings)
Summary This stream marks the first major technical deep dive into the procedural planetary landing system. The developer demonstrates the use of "static ground environments" to achieve high visual fidelity and dense foliage without the computational overhead of moving surfaces in space. Key milestones include the integration of a global Earth height map for one-to-one scale testing, the implementation of separate skybox perspectives for surface locations, and the logic for biome-specific material switching based on planetary sensors.
|
| Highlight |
timestamps
|
| The "Static Environment" Strategy for High-Density Surfaces |
00:08:33
|
| Technical Milestone: Independent Skybox Perspectives |
00:16:15
|
| Logic for Generating Infinite Procedural Terrain |
00:19:54
|
| Solving the "Warping Away" Problem: Terrain Slots vs. Orbit Locking |
00:25:41
|
| Multiplayer Sync: Independent Terrain Generation for Clients |
00:32:19
|
| Implementation: Scaling a 4K Height Map to 1:1 Planetary Scale |
00:44:19
|
| Submersible Potential: Logic for Undersea Exploration |
00:59:34
|
| Automated Biome Switching via Replicated Global Events |
01:21:02
|
| Distance-Based Surface Generation Culling (1 Million km Limit) |
01:45:08
|
| Technical Constraint: Why the Magellan Class Cannot Land |
01:53:37
|
| Future Tech: UE 5.7 Nanite Foliage and Procedural Trees |
02:37:05
|
| Prototype Test: Piloting Vehicles (Chairs) on Terrain |
02:48:04
|
|
| 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
Summary This session focuses on the technical implementation of the Caravela’s core hardware systems, specifically transitioning from temporary placeholders to a fully simulated power and coolant infrastructure. The developer works on the fusion reactor's internal logic, including fuel mixing and the critical Helium-4 cryogenic cooling loop. A major architectural shift is also discussed regarding the move from Unreal's standard widget system to a mesh-based UI to significantly reduce VRAM footprint.
|
| Highlight |
timestamps
|
| Transitioning to Mesh-Based UI for VRAM Optimization |
00:02:28
|
| Establishing Deck-Specific Power Infrastructure Levels |
00:10:09
|
| Importing and Scaling the Caravela Fusion Reactor Asset |
00:15:23
|
| Implementing Battery Aggregators and High Voltage Feeds |
00:33:11
|
| Logic for Automatic Cable Connections via Overlap Checks |
00:33:27
|
| Technical Breakdown: Nanite Clustering and Overdraw Optimization |
01:05:52
|
| Real-Time Lighting Performance: MegaLights and Smeary Shadows |
01:15:08
|
| Configuring the Cryogenic Coolant Loop (Helium-4) |
01:33:40
|
| Debugging Fluid Pressures and Tank Boil-off Logic |
02:01:31
|
| Reactor Ignition: Managing Magnetic Coil Temperatures |
03:00:15
|
| Boiling Points and Fluid Phase Change Simulation Constraints |
03:09:49
|
| Gamedev Pipeline: Total Man-Hours Spent on Caravela Design |
03:39:33
|
|
| 2025-12-12 |
[180](https://www.youtube.com/watch?v=1lMms_DZv2g) |
5 hours, 34 minutes, 18 seconds |
Starship Simulator - Random Friday! (Planetary Surfaces)
Summary This stream focuses on building a unified planetary data system that links orbital visuals to ground-level terrain. The developer implements a global color palette system driven by planetary seeds, ensuring that hues seen from space match the physical surface upon landing. Significant progress is made in troubleshooting terrain collision issues, enabling players to walk, run, and ragdoll on procedurally generated landscapes without falling through the world.
|
| Highlight |
timestamps
|
| Unified Orbital and Ground Palette Strategy |
00:02:19
|
| Technical Milestone: Independent Sky Views for Multiple Vessels |
00:26:28
|
| Moving Planets: Treating Surfaces as Movable Starships |
00:30:26
|
| Future Tech: MC299 Isotope and Warp Stress Tensors |
01:16:29
|
| Implementing Procedural Saturation and Lightness Logic |
01:39:19
|
| Dynamic Atmosphere and Cloud Impact on Visual Depth |
03:01:06
|
| Crater Density Calculation Based on Atmospheric Thickness |
03:02:22
|
| Integrating Material Parameter Collections for Ground Surfaces |
04:11:43
|
| Seed-Driven Grass Color Consistency Test |
05:00:10
|
| One-to-One Planet Scale and Global Height Map Demonstration |
05:03:58
|
| Solving Terrain Collision: The "Missing Component" Bug |
05:17:19
|
| Performance Comparison: Surface FPS vs. Bridge FPS |
05:31:52
|
|
| 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
Summary In this session, the developer replaces the generic 6DOF movement plugin with a custom-built physicalized Reaction Control System. By applying physical impulse directly to thruster locations on the Caravella's hull, the handling model now simulates real Newtonian physics, including inertia and center-of-mass leverage. The stream details the logic for mapping keyboard inputs to specific thruster arrays and troubleshooting the balance required for stable flight.
|
| Highlight |
timestamps
|
| Technical Goal: Physicalizing RCS Impulse vs. Movement Components |
00:02:38
|
| VR Critical Path: Settings Menu and 3D Star Labels |
00:04:46
|
| Multiplayer Planetary Landing Sync Issues Investigation |
00:06:40
|
| Center of Mass and Physics Proxy Geometry Overview |
00:21:34
|
| Applying Force at Socket Locations for Leveraged Rotation |
01:21:51
|
| Developing a Modular Thruster Array Logic System |
02:28:31
|
| Managing Micro-Movements and Physics "Sleep" Optimizations |
02:35:07
|
| Implementing Balanced Opposing Thrust for Rotation Canceling |
02:49:28
|
| Logic for Severe Redundancy: Off-Axis Thruster Capabilities |
03:06:11
|
| Data Cables and Server signal logic for RCS Failures |
03:25:34
|
| Balancing Pitch and Roll Authority via Leverage Math |
03:49:04
|
| Final Flight Test: Remote Control Starship Demo |
03:54:43
|
|
| 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
Summary This development session focuses on expanding the bridge of the Magellan-class starship by adding four new rear alcove consoles: Environmental Control, Internal Security, Engineering Power, and Engineering Propulsion. The developer uses SketchUp to design the physical alcove structures and Unreal Engine 5 to implement the preliminary UI widgets and seated NPC functionality. Additionally, the stream showcases a significant technical milestone in multiplayer synchronization, demonstrating independent views of the galaxy from both the main ship and a deployed shuttle.
|
| Highlight |
timestamps
|
| Planning Bridge Wing Windows for Engine Visibility |
00:13:38
|
| Allocating Space for Engineering vs. Security Alcoves |
00:25:03
|
| Engineering Station Modes: 3D Hollow Display Integration |
00:27:25
|
| Designing Consoles for VR Interaction and Keyboard Space |
02:50:26
|
| Engineering Console Aesthetic: Metal vs. Wooden Bridge Design |
02:41:16
|
| Implementing Internal Security and Environmental Control Widgets |
02:52:02
|
| Technical Milestone: Independent Galaxy Views for Shuttles |
03:46:53
|
| Multiplayer Demonstration: Magellan Warping Independently of Shuttle |
03:49:59
|
|
| 2025-12-19 |
[183](https://www.youtube.com/watch?v=882OZFfyqig) |
4 hours, 29 minutes, 01 seconds |
Starship Simulator - Random Friday! (Dynamic object spawning)
Summary This stream focuses on building a dynamic object spawning system to populate star systems with asteroids, satellites, and derelicts. The developer creates a grid-based solution using "Local Sectors" to stream physics-simulated objects and their corresponding visual proxies as the ship moves through space. This system aims to provide content density in planetary orbits and sublight travel while maintaining network synchronization for multiplayer exploration.
|
| Highlight |
timestamps
|
| Dynamic Object Spawning Strategy and Sector Grid Goals |
00:03:13
|
| Three-Layer Object Representation: Static, Sim, and Proxy |
00:05:00
|
| Sublight vs. FTL Content Density Planning |
00:06:51
|
| Procedural Data Structure for Moons and Barycenters |
00:11:36
|
| Initial Space Object Actor Class Creation |
00:18:43
|
| Space Coral and Fractal Creature Concepts |
00:20:43
|
| Calculating Relative Transforms for Proxy Objects |
00:35:01
|
| Troubleshooting Net Cull Distance for Proxy Objects |
01:43:17
|
| Stress Testing 1,000 Physics-Driven Proxy Objects |
02:00:09
|
| Building the Sublight Local Sector Grid Logic |
02:28:32
|
| Visualizing Local Sector Boundaries in Wireframe |
03:17:07
|
| Demonstration: Independent Star System Views |
04:14:26
|
|
| 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
Summary This session focuses on implementing a new physics-driven sublight flight system for the Caravella, moving away from pawn-based movement to full Newtonian physics. The developer demonstrates spawning dynamic space objects, such as asteroids, which now feature physical collisions and proxies for multiplayer synchronization. Significant time is spent troubleshooting Unreal Engine collision bugs and balancing RCS thruster forces to ensure stable ship handling.
|
| Highlight |
timestamps
|
| Introduction and Newtonian Physics Overview |
00:08:53
|
| Flight Assist and Rotational Damping Explanation |
00:09:15
|
| Center of Mass vs. World Origin for Ship Geometry |
00:17:10
|
| Dynamic Proxy Spawning Logic for Shuttles and Enemies |
00:25:21
|
| Performance Considerations for 30Hz Object Scaling |
00:29:46
|
| Center of Mass Calculation Issues with Collision Meshes |
00:55:53
|
| Physics Realm vs. Proxy Realm Interaction Logic |
01:02:14
|
| Engine Bug Investigation: Collision Channel Responses |
02:19:00
|
| Sublight Speed and Gravity Well Scaling Plans |
02:40:34
|
| Multiplayer Physics Synchronization and "Jank" Troubleshooting |
03:05:40
|
| Translating Helmchair Inputs to Server-Authoritative Events |
03:21:22
|
| Balancing Offset Thrust for Port/Starboard RCS |
03:50:41
|
|
| 2025-12-27 |
[185](https://www.youtube.com/watch?v=ITOzpTxKAJg) |
24 hours, 04 minutes, 00 seconds* |
Starship Simulator - 24 Hour Charity Dev Stream!
Summary Dan hosted a Charity Stream for the Charity specialeffect, a UK-based charity that uses innovative technology to help people with physical disabilities enjoy video games. The stream raised £1,222. Dan performed the dev stream for 24 hours straight. This marked the beginnings of patch cycle 0.227.0.1. The main update was the ability to give shipwide commands, starting with ordering bridge crew to target and travel to a new system, perform scans, and investigate all objects within that system.
Due to issues with YouTube's Live Stream recording limitations, the stream was lost in "Processing Hell." As such, the video remains unavailable despite efforts to retrieve it.
|
|
2026 Q1
Dev Streams List for the first quarter of the year 2026 (Click to Expand/Collapse)
| 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
Summary During this Friday stream, the developer focuses on foundational systems for dynamic ship-wide tasks and engineering repairs. The session begins with profiling CPU usage, cleaning up unnecessary UI ticking, and prototyping a 3D volumetric representation of the Milky Way using density maps. The latter half covers setting up event-driven fault reporting, where damaged electrical cables autonomously generate engineering tasks that populate physical task boards, laying the groundwork for AI crew to claim and repair broken modules.
|
| Highlight |
timestamps
|
| Profiling the game thread to identify CPU bottlenecks caused by distant NPC navigation and UI rendering. |
00:05:43
|
| Implementing a VRAM optimization technique that collapses unviewed widget UIs into a single pixel. |
00:08:11
|
| Utilizing a 2D density map of the Milky Way to drive a 3D volumetric accretion disc plugin. |
00:16:11
|
| Discussing scaling issues with volumetric effects and the math needed to fake galactic parallax. |
00:20:41
|
| Structuring the hierarchy of task managers, separating bridge operations from localized departmental boards. |
00:51:45
|
| Designing the sabotage gameplay loop and balancing internal security detection mechanics. |
01:12:48
|
| Building an event-driven task replication loop using Blueprint Interfaces to minimize network tick overhead. |
01:25:06
|
| Discussing the transition to Unreal Engine 5.7 and adopting the native Gameplay Messaging Subsystem. |
02:54:46
|
| Fixing UI construction logic so list view objects populate dynamically as tasks are generated. |
03:09:10
|
| Creating an electrical degradation loop where cables gradually lose health, spark, and fail under load. |
03:27:23
|
| Successfully completing the fault reporting chain, with a sparking cable pushing a repair task directly to the engineering board. |
03:46:22
|
|
| 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
Summary During this Sunday stream, the developer overhauls the Caravella's sublight flight mechanics to run entirely on realistic physics rather than artificial coordinates. Key work involves translating player inputs from the helm console directly into rotational and translational thruster forces, enabling complex maneuvers like "hugging the donkey" around objects. The session also addresses syncing the visual proxy object to the physics-driven ship and setting up new enhanced input mappings for full six degrees of freedom.
|
| Highlight |
timestamps
|
| Discussing CPU optimization by disabling unnecessary tick events on distant NPCs. |
00:03:37
|
| Testing the game's physics interactions within a simulated potato asteroid field. |
00:06:26
|
| Drawing the monthly competition winners for Captain rank and game keys. |
00:11:13
|
| Explaining the rationale for the ship's fusion reactor design, modeled after real-world field-reversed configuration tech. |
00:28:12
|
| Transitioning the Caravella from plugin-based coordinate updating to a fully physics-driven movement system. |
00:54:16
|
| Debugging proxy ship syncing issues where the visible model didn't match the physics object's location. |
01:05:43
|
| Setting up enhanced input mappings for full six-degrees-of-freedom sublight control. |
01:16:25
|
| Explaining how the Alcubierre-style FTL drive condenses space in front of the ship rather than applying kinetic thrust. |
01:58:15
|
| Fixing a bug where releasing flight keys failed to cancel thruster inputs, causing endless acceleration. |
02:14:25
|
| Demonstrating the "hugging the donkey" combat maneuver using simultaneous lateral and rotational thrust. |
02:51:45
|
| Spawning and linking dynamic visual thruster plumes to the ship's proxy model for visual feedback. |
03:40:33
|
|
| 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
Summary During this Wednesday stream, the developer tests a major overhaul of the ship's electrical grid by implementing overlap-based physical cable connections to replace manual ID tagging. The session details transitioning the electrical network to a self-healing, tick-based pulse system that automatically propagates voltage and tracks localized wear and tear. Finally, the developer successfully ties these electrical faults into the global task manager, resulting in a live stress test where multiple engineering NPCs dynamically claim and repair broken, sparking cables.
|
| Highlight |
timestamps
|
| Discussing CPU budget optimization and removing unnecessary NPC tick updates. |
00:03:37
|
| Introducing overlap-based physical cable connections to replace manual string assignments. |
00:06:42
|
| Debugging actor overlap events to ensure cables recognize adjacent connectors at runtime. |
00:19:49
|
| Explaining the transition from an event-driven electrical network to a pulsing, self-healing system. |
01:30:05
|
| Detailing how network amperages are calculated by reporting wattages backward up the electrical chain. |
01:33:36
|
| Implementing a health system where cables dynamically spark and fail based on electrical usage. |
02:01:23
|
| Integrating cable faults into the task manager so NPCs automatically path to broken segments. |
02:32:07
|
| Testing the full NPC repair loop: assigning tasks, pathing, repairing, and clearing the task board. |
03:26:20
|
| Successful stress test with multiple engineering NPCs simultaneously claiming and fixing cable faults. |
03:52:51
|
|
| 2026-01-09 |
[189](https://www.youtube.com/watch?v=RdTTJkEPeyg) |
3 hours, 49 minutes, 36 seconds |
Starship Simulator - Random Friday! - NPC Prop Handling
Summary During this Friday stream, the developer builds out the core interaction logic for deck crew NPCs to physically pick up, carry, and place props across the ship. By prototyping with test pumpkins, the developer creates a centralized shelving and stash system that uses collision spheres to define precise slots for objects. The session covers complex logic updates, including aligning prop rotation to the character's carry animation and handling failure states when shelves reach maximum capacity.
|
| Highlight |
timestamps
|
| Testing server and client-side replication fixes for the ship customization UI. |
00:05:52
|
| Prototyping deck crew NPC logic to locate, pick up, and carry physical props. |
00:30:28
|
| Debugging character rotation and bone socket snapping when an NPC attaches a prop to their hands. |
01:16:08
|
| Building a master shelving unit actor with localized collision spheres to track empty or occupied item slots. |
02:00:12
|
| Calculating navmesh radii and routing NPCs to exact standing points in front of shelving units. |
02:37:22
|
| Setting up an interface to allow NPCs to query a shelf for available capacity before placing an item. |
03:10:26
|
| Handling capacity logic so that NPCs will pile items on the floor if the target shelf is completely full. |
03:32:30
|
| Successful full loop test where the NPC autonomously moves pumpkins from a stash box into dedicated shelf slots. |
03:41:42
|
|
| 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
Summary During this Sunday stream, the developer focuses on refactoring the Caravella's electrical distribution grid to make future ship building modular. The core task involves moving away from hardcoded string-based cable IDs to a physical mesh-overlap detection system where components auto-connect by touching. The session involves significant troubleshooting of voltage drops and reactor startup states, culminating in a successful test of high voltage flowing from the reactor through the new overlap-detected cables.
|
| Highlight |
timestamps
|
| Discussing CPU profiling and optimizing background NPC tick routines. |
00:03:37
|
| Explaining the shift from an event-driven electrical network to a self-healing hybrid system. |
00:05:50
|
| Detailing the mechanics of harvesting electrical energy from the fusion reactor's magnetic pressure. |
00:11:23
|
| Converting cable mapping logic from manual ID tags to physical actor overlap detection. |
00:21:40
|
| Discussing solid-state battery technology and plans for volumetric energy density calculations. |
00:36:03
|
| Planning the reuse of electrical static meshes for the 3D holographic engineering display. |
00:48:02
|
| Setting up customized debugging teleports across the Caravella's decks for faster testing. |
01:25:44
|
| Building a macro to dynamically configure visibility and scaling for interface connector nodes. |
02:15:21
|
| Debugging the reactor startup sequence after encountering a dry fuel flow initialization bug. |
03:36:48
|
| Successfully transmitting 100 million volts through the new overlap-detected distribution setup. |
03:50:30
|
|
| 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
Summary During this Wednesday stream, the developer focuses on redesigning and measuring the secure storage rooms connected to the Magellan's science labs. The session involves 3D modeling standard "IKEA-style" shelving for general samples and specialized cylindrical containment units for botany and oceanography items. Significant time is also spent discussing the underlying gameplay loop, including how deck crew NPCs will physically route planetary samples from the probe room to the appropriate lab, as well as the future mechanics of inventory management and 3D printing scanned alien artifacts.
|
| Highlight |
timestamps
|
| Redesigning the science lab floor plan to incorporate direct access to the secure storage rooms. |
00:07:01
|
| Discussing the concept of survival rooms, where any room can become a self-contained pressure vessel during hull breaches. |
00:22:52
|
| Explaining the internal security gameplay loop and the mechanics for tracking acts of player sabotage. |
00:49:49
|
| Setting up small, medium, and large "IKEA-style" pigeon-hole shelving for standard geology and generic samples. |
01:14:48
|
| Designing specialized cylindrical storage units (20L, 60L, and 160L) for botany and oceanography samples. |
02:22:59
|
| Discussing the moral and gameplay implications of managing and eventually recycling live alien samples. |
03:38:15
|
| Explaining the full NPC task loop of routing physical objects from the probe airlock to the science labs. |
03:44:49
|
| Outlining how procedural artifact seeds will be saved so players can 3D print copies of fully researched items. |
03:47:06
|
|
| 2026-01-16 |
[192](https://www.youtube.com/watch?v=ft7RoN2FW_M) |
4 hours, 6 minutes, 35 seconds |
Starship Simulator - Random Friday! - Comms Gameplay
Summary During this Friday stream, the developer begins prototyping the ship's communications gameplay loop, focusing on generating dynamic external signals and handling incoming hails. The session covers establishing data structures for various signal technologies (e.g., radio, laser, micro-wormhole) and integrating celestial objects like planets and neutron stars as passive signal sources. The broadcast concludes with building the backend logic for Earth to dynamically dispatch coordinate-based exploration missions to the player via the comms UI.
|
| Highlight |
timestamps
|
| Discussing the long-term vision for comms gameplay, diplomacy, and Admiralty mission generation. |
00:03:57
|
| Showcasing early technical progress on the shuttle system operating in a separate local space from the main ship. |
00:09:07
|
| Concepting the linguistics lab's role in decoding alien languages for the comms translation system. |
00:11:18
|
| Creating the signal struct data to categorize broadcasts by source, type, and transmission technology. |
00:38:21
|
| Outlining the "micro-wormhole" concept as the lore-friendly method for instantaneous Earth-to-ship communication. |
00:43:38
|
| Configuring the UI list view to display tracked incoming signals and building the underlying update logic. |
00:53:36
|
| Building the logic to automatically populate local planets and nearby neutron stars as passive radio sources. |
02:04:06
|
| Discussing plans for Unreal Engine 5.7's procedural foliage tools to drive plant generation based on planetary conditions. |
02:09:03
|
| Formatting distance outputs in the UI to dynamically switch between kilometers and lightyears. |
02:54:16
|
| Drafting an "Incoming Hail" popup interface to handle direct messages and mission assignments. |
03:01:25
|
| Finalizing the logic for Earth to send the player a generated mission target, applying a filter to avoid targeting Earth itself. |
03:47:15
|
|
| 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
Summary During this Sunday stream, the developer focuses on expanding the Caravella class's electrical system by transitioning it from an event-driven network to a one-hertz tick-based pulsing system. A significant portion of the session involves debugging voltage drop-offs and reverse-wattage reporting issues to ensure the battery arrays successfully receive charge from the main reactor. Additionally, the physical layout of the battery room is roughed out with new battery cell meshes, cable trays, and deck aggregators using physical overlap connections instead of hardcoded IDs.
|
| Highlight |
timestamps
|
| Discussing the in-game YouTube player API and JSON response crashes. |
00:04:15
|
| Debugging voltage drop-offs and finding the step-down voltage configuration error. |
00:43:40
|
| Explaining the reverse-wattage reporting system required to calculate network amperages. |
00:56:11
|
| Roughing out the physical layout for the Caravella's battery arrays and cable routing. |
01:14:06
|
| Outlining battery array mechanics, including solid-state capacity and power per cell calculations. |
01:54:46
|
| Explaining the transition from an event-driven electrical network to a self-healing, once-per-second pulsing system. |
03:19:29
|
| Successfully powering the deck aggregators using physics overlap collision checks rather than string IDs. |
03:31:58
|
|
| 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
Summary During this 3D modeling stream, the primary focus is redesigning the bridge's interior to accommodate new, centralized side alcoves for specialized consoles. The developer emphasizes structural consistency, ensuring realistic 50cm wall cavities are maintained for routing pipes and electrical hardware behind the new panels. The session also covers important gameplay-focused geometry updates, like separating the floor elements to prepare for upcoming physical damage modeling, and concludes with an in-engine lighting test using Unreal's MegaLights system.
|
| Highlight |
timestamps
|
| Segmenting the bridge carpet and wooden trims into individual pieces to prepare for physical damage mechanics. |
00:03:29
|
| Explaining why exterior "bridge wings" were omitted from the Magellan prototype design. |
00:06:48
|
| Defining the rigid design rules for maintaining internal wall cavities for insulation, pipes, and electricals. |
00:41:39
|
| Detailing the gameplay goals for the year: implementing basic functionality for all seven ship departments. |
01:12:47
|
| Calculating the precise angles and cutouts for the new curved alcove consoles. |
01:25:05
|
| Rearranging the bridge layout to appropriately fit the engineering console, internal security, and weapons locker. |
01:38:36
|
| Recovering from a SketchUp crash and utilizing saved measurements to rapidly rebuild the alcove framework. |
02:17:41
|
| Exporting the newly modeled framework and testing its alignment live in Unreal Engine. |
02:44:28
|
| Demonstrating the Unreal Engine MegaLights system to handle hundreds of shadow-casting interior lights. |
03:59:29
|
|
| 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
Summary During this Friday stream, the developer details the architecture for a centralized global task manager, focusing on how duties are dynamically routed to specific department sub-managers for both NPCs and players. A significant portion of the session involves debugging an AI looping issue where NPCs failed to recognize already-scanned planets, which is resolved by optimizing array checks to reduce CPU overhead. The stream also showcases updated bridge geometry, including new carpet segmentation, emissive step lighting, and side alcove structural improvements.
|
| Highlight |
timestamps
|
| Showcasing new bridge geometry details, carpet segmentation, and emissive step lighting. |
00:03:09
|
| Discussing the conceptual separation of bridge-specific tasks from general department tasks. |
00:10:13
|
| Outlining current progress and upcoming goals for procedural planetary landings. |
00:21:52
|
| Designing a global task manager to act as a central routing switchboard for the ship. |
00:27:08
|
| Concepting a modular crew action library to allow reusable behavior blocks for NPCs. |
00:50:20
|
| Debugging an NPC logic loop where the AI repeatedly tries to scan already explored systems. |
01:15:09
|
| Explaining database management strategies for tracking large arrays of explored star systems. |
01:42:42
|
| Building the logic sequence for a new "Search for Tech Signatures" shipwide order. |
02:11:07
|
| Mapping out dynamic task granularity to provide varying levels of instruction for players versus NPCs. |
03:01:14
|
| Optimizing the system exploration check by using a temporary array, successfully fixing the AI targeting bug. |
04:20:02
|
| Final recap of bridge architectural updates and upcoming helm console redesign plans. |
04:26:38
|
|
| 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
Summary During this Sunday stream, the core focus is routing physical electrical power from the ship's main distribution up to the bridge systems. The developer prototypes a test hollow display to verify the cabling, spending a large portion of the broadcast tracking down and fixing a wattage reporting bug that caused broadcast storms across the power network. The session also features deep dives into theoretical ship mechanics, including a localized segment-based gravity and atmosphere propagation system, before successfully bringing the bridge online.
|
| Highlight |
timestamps
|
| Fixing glass rendering issues and discussing face-weighted normals on bridge alcoves. |
00:04:16
|
| Discussing plans to upgrade to Unreal Engine 5.7 for nanite foliage tools. |
00:11:08
|
| Routing physical electrical cables from the battery aggregators up toward the bridge. |
00:14:07
|
| Concepting a passive, floor-based gravity generation material to avoid routing high voltage. |
01:51:16
|
| Outlining a segment-based room volume system to simulate localized gravity, vacuum, and fire spread. |
02:13:33
|
| Wiring a test sphere ("fake hollow display") to act as a placeholder power draw on the bridge. |
02:26:04
|
| Building a custom debug macro to trace voltage signals through the distribution boxes. |
02:34:25
|
| Troubleshooting a wattage report spam bug causing an infinite feedback loop on the network. |
03:09:23
|
| Successfully clearing the broadcast storm and powering on the bridge's hollow display. |
03:51:17
|
| Discussing plans to move away from widgets toward fully physicalized, mesh-driven UIs. |
03:53:06
|
|
| 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
Summary In this stream, the primary focus is establishing a modular cargo handling and retrieval system for the ship. The developer replaces isolated inventory arrays with a centralized Cargo Manager that tracks all item manifests and valid storage containers across the vessel. To test this system, a prototype "tic-tac" probe is created that can launch, return with a generated item (a pumpkin), and alert deck crew NPCs to automatically transport the new sample from the probe to the appropriate science lab shelving.
|
| Highlight |
timestamps
|
| Discussing the shift toward state files to decouple physical ship systems from UI elements. |
00:04:11
|
| Moving galaxy generation and space environment settings into an isolated streaming sublevel for better modularity. |
00:13:27
|
| Outlining the future design of probes, including modular cargo sections and failure mechanics based on planet conditions. |
00:18:26
|
| Explaining how procedural objects like alien plants will use two distinct seeds for broad structures and micro-variations. |
00:28:23
|
| Adding new specialized AI roles ("Runner" and "Probe Handler") to separate deck crew logic. |
00:38:19
|
| Modeling a basic test probe with an interactive launch interface that works in a multiplayer environment. |
01:08:31
|
| Concepting the "Cargo Manager" to centralize item logic, so NPCs query one manager instead of searching for individual shelves. |
01:35:31
|
| Building the new Struct arrays and Blueprint Interfaces needed for objects to register and deregister their own cargo manifests. |
01:48:43
|
| Creating loop logic that allows NPCs to query the Cargo Manager for available items matching specific science classes. |
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. |
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. |
04:22:10
|
|
| 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
Summary During this Friday stream, the core focus is building a robust, centralized task management system to handle shipwide objectives and individual department duties. The developer restructures how tasks are stored, prioritizing a single manager over isolated department systems, and builds optimized, event-driven UI task boards to visualize these orders in real time. The session concludes with a functional prototype demonstrating a civilian NPC ordering a drink, seamlessly generating and resolving a task for a Steward NPC.
|
| Highlight |
timestamps
|
| Creating a centralized task manager to track operations across all ship departments. |
00:03:38
|
| Explaining the differences in task granularity for NPCs versus player characters. |
00:16:03
|
| Integrating shipwide objectives (e.g., direct orders from Earth) into the global task pool. |
00:27:56
|
| Detailing the technical fix for a bug causing players to teleport outside the ship when exiting chairs. |
00:44:27
|
| Setting up base classes for UI task boards to display orders without running background logic. |
00:48:32
|
| Implementing a Blueprint Interface to decouple task data from the UI widgets. |
00:54:48
|
| Structuring data arrays for each specialized department (Science, Engineering, Command, etc.). |
01:28:02
|
| Creating a test actor ("Greg") to automatically generate random simulated tasks for debugging. |
01:50:11
|
| Troubleshooting widget component assignments and working around constructor limitations. |
02:48:35
|
| Prototyping an interactive logic test where an NPC civilian orders a drink at the bar. |
03:32:03
|
| Finalizing the AI loop so the Steward NPC dynamically receives, delivers, and clears the drink task. |
03:54:20
|
|
| 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
Summary In this session, Dan transitions the game's initialization logic away from a third-party global event plugin to Epic's built-in Gameplay Messaging Subsystem to resolve persistent fatal memory errors. He details a 29-step startup process designed to stabilize level loading and system initialization, particularly for the ship's electrical and reactor simulations. The stream also covers the bridge layout design for the Caravella, focusing on console placement, dual-role stations, and ensuring sufficient headroom within the constraints of the hull geometry.
|
| Highlight |
timestamps
|
| Detailed walkthrough of the 29-step game startup and loading sequence |
00:05:36
|
| Migration strategy to Epic's Gameplay Messaging Subsystem for stability |
00:03:56
|
| Caravella bridge layout planning: Walkway clearance and console positioning |
00:19:04
|
| Technical discussion on interior simulation costs vs. multiplayer performance |
01:07:23
|
| Re-engineering the electrical startup chain (batteries to reactor) |
01:58:46
|
| Implementation of save data retrieval within the new initialization flow |
02:19:13
|
| Resolving null pointer issues caused by game instance re-referencing |
02:45:20
|
|
| 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)
Summary In this stream, Dan continues the technical development of the Caravela-class starship, focusing on refining the ship's startup sequence and flight systems. A major breakthrough is made in optimizing the startup logic by designating a single "broadcaster" device to prevent the exponential message spam that occurs when multiple identical ship systems try to initialize simultaneously. Dan also begins refactoring the ship's movement code to handle physics-driven thrusters and discusses the future implementation of an advanced autopilot system that must account for inertia and counter-thrusting.
|
| Highlight |
timestamps
|
| Debugging the "exponential message spam" during ship system initialization |
00:15:09
|
| Implementing the "Startup Broadcaster" logic to streamline loading sequences |
00:17:29
|
| Technical demonstration of the lag-free "Fade to Black" transition upon joining the game |
00:25:03
|
| Philosophy of the "Generic and Modular" child classes for ship-agnostic components |
00:29:06
|
| Discussion on world origin and holographic display bounds for the Caravela |
00:32:14
|
| Explaining the difficulty of setting a hard geometric center of mass in Unreal Engine |
00:45:05
|
| Demonstrating Newtonian physics flight control: Rotation, pitch, and yaw |
00:56:34
|
| Mapping throttle intervals and minimum/maximum values to the ship's HUD |
01:08:35
|
| Solving UI flickering issues by prioritizing data feedback over direct user input |
01:15:00
|
| Roadmap for the future autopilot system and inertia-aware thruster logic |
01:17:27
|
|
| 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
Summary In this episode, Dan begins detailing the science lab deck (C-Deck) on the Magellan-class ship. He focuses on giving each lab a distinct visual identity, such as rock gardens for geology and fish tanks for oceanography. A major design addition is the implementation of specialized airlocks for each lab to manage contamination, including the inclusion of a "head" (bathroom) for quarantined crew members. Technically, Dan discusses the challenges of sensor data replication in multiplayer and his plan to refactor state files to improve performance.
|
| Highlight |
timestamps
|
| Designing themed indentations for lab entrances (geology rocks, oceanography tanks) |
00:03:31
|
| Planning emergency features: Venting labs to space and robust sealing doors for contamination |
00:06:01
|
| Design philosophy: Modern block-based ship construction vs. classic Star Trek styles |
00:28:10
|
| Overview of the probe facility: 3D printing frames, outfitting bays, and gantry cranes |
00:36:41
|
| Roadmap: Focusing on core gameplay code (combat, derelicts) before finalizing assets |
00:46:36
|
| Hero Alien races (handcrafted) vs. Procedural "Aliens of the Week" (kit-bashed) |
00:48:30
|
| Drafting the lab airlock layout with space for hazmat suit lockers and a small bathroom |
00:54:11
|
| Gameplay mechanic: Sealed sample canisters with built-in incinerators for safety |
02:39:12
|
| Technical deep dive: Bandwidth issues with sensor state file replication in multiplayer |
03:12:08
|
| Live testing the indented lab entrance meshes and global illumination in the engine |
03:37:25
|
|
| 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
Summary In this "Random Friday" session, Dan continues developing the NPC autonomous behavior and task management systems. The primary goal is to implement an NPC Captain that can manage the ship's bridge crew, allowing players to focus on their specific roles (like engineering) while the bridge operates automatically. Dan works on the logic for "Shipwide Orders," which drive high-level objectives like seeking earthlike planets or refueling, and refines the relationship between these orders and granular bridge station tasks (Helm, Sensors, etc.).
|
| Highlight |
timestamps
|
| Designing the "NPC Captain" philosophy: Enabling players to focus on a single role without bridge management |
00:03:37
|
| Technical explanation of the "Is Local Controller" check for multiplayer replication |
00:14:00
|
| Implementing "Command Priorities" using structs and weighted dice rolls based on Captain personality |
00:35:48
|
| Creating the gated startup logic: Ensuring levels and task managers are loaded before NPCs act |
00:40:15
|
| Building the Shipwide Order State machine (Pending, Active, Rejected, Failed, Complete) |
00:55:58
|
| Debugging the autopilot's dot product math for approaching star systems in the galactic plane |
01:47:40
|
| Live testing: NPC Captain raising an "Explore" order and it appearing on the bridge task board |
02:09:22
|
| Concept for the "Holographic Surface Terrain Map" inspired by Avatar for tactical scrolling |
02:57:52
|
| Designing the context-aware radial menu (F-key) vs. default left-click actions |
03:10:38
|
| Final confirmation: NPC Captain acknowledging and actioning station-specific orders autonomously |
03:57:44
|
|
| 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
Summary In this session, Dan focuses on the bridge redesign for the Caravela-class ship, implementing a central raised platform for the Captain and integrating a smaller, generic version of the holographic display. A significant portion of the stream is technical, involving the refactoring of the hollow display to support arbitrary scaling and positioning via Custom Primitive Data and blueprint interfaces. Dan also discusses the logic for Caravela's Newtonian sublight thrusters, the challenges of curved UI screens, and bug fixes related to multiplayer fade-to-black sequences and nanite collision meshes.
|
| Highlight |
timestamps
|
| Extending the Caravela hull to add a new segment for bridge admin, meeting rooms, and extra quarters |
00:04:14
|
| Debugging the multiplayer "fade to black" blocker and gameplay message replication issues |
00:12:05
|
| Fixing doorway blocking issues by adjusting Nanite fallback mesh relative error settings |
00:50:39
|
| Designing the "Hollow Target" system to decouple Captain's tactical view from the Sensor console |
01:01:40
|
| Technical explanation: Why curved consoles require flat UMG screens due to engine limitations |
01:50:16
|
| Implementing Custom Primitive Data to allow the hollow display to cull material at arbitrary radii |
02:35:12
|
| Mathematical breakdown for scaling the 1-meter background sphere to fit any bridge footprint |
02:41:34
|
| Updating the Orery map logic to support dynamic scaling of planet labels and orbit lines |
02:57:13
|
| Discussion on procedural generation and catalog data for 18 million real-world stars |
03:49:21
|
| Testing the generic hollow display by spawning multiple versions at different scales |
03:32:13
|
|
| 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
Summary This stream focuses on the technical logic for science probes and the distribution of samples within the ship's laboratory deck. Dan spends time organizing the C-Deck layout, defining specific labs for disciplines like exobiology, geology, and oceanography. A major portion of the session is dedicated to implementing spline-based movement for the probes, allowing them to transition from launch pads to space and return with randomized physics-based samples. Dan also discusses the "firewall" logic for sample contamination and the long-term plan for ship-wide pathogen propagation.
|
| Highlight |
timestamps
|
| Designing standardized sample containers for different sciences |
00:03:46
|
| Assigning lab locations for geology, botany, oceanography, and biology on C-Deck |
00:12:01
|
| Detailed explanation of "Peaceful Mode" and difficulty scaling in a simulated environment |
00:18:44
|
| Mechanics of player death and crew depletion (200 lives based on NPC roster) |
00:22:04
|
| Logic breakdown of airborne pathogen propagation through ship segments |
00:39:25
|
| Technical implementation: Moving the probe actor along spline paths with timelines |
01:19:27
|
| Implementing randomized sample spawning inside probe bays using loot tables |
03:08:23
|
| Testing physics interactions: NPCs grabbing returned containers from the landing pad |
04:10:13
|
| Lore discussion: Using probes for humane "capture and release" biological sampling |
03:38:34
|
| Final probe room layout with 3D print beds for payload bay configuration |
03:49:37
|
|
| 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
Summary In this stream, Dan focuses on two major gameplay interaction overhauls: the implementation of a context-aware radial menu and a completely proprietary, replicated multiplayer chat system. The radial menu is designed to serve as a proxy for physical speech and specialized actions, changing its options based on what the player is looking at and their assigned department. Later, Dan removes a third-party chat plugin and builds a new system from scratch using the Unreal Gameplay Message Subsystem to ensure better reliability and future integration with ship-wide save data.
|
| Highlight |
timestamps
|
| Explanation of the simplified interaction line-trace system and object tagging |
00:07:01
|
| Logic breakdown of Default Actions vs. Contextual Actions |
00:10:01
|
| Philosophy of the radial menu as a bridge for speech and Physical actions in-game |
00:14:25
|
| Implementing department-specific color themes for the radial menu interface |
00:18:06
|
| Plan for "Hollow Targets" to allow the Captain to issue orders without overriding sensor settings |
00:41:02
|
| Removing the buggy chat plugin and starting the proprietary Chat System build |
00:43:27
|
| Technical deep dive: Using the Gameplay Message Subsystem for server/client chat routing |
02:06:25
|
| Logic for department-specific chat channels and system message routing |
02:22:13
|
| Handling "/slash" commands and plans for third-party tools like Voice Attack |
01:45:14
|
| Live multiplayer testing of the new replicated chat with department-colored names |
04:26:26
|
|
| 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
Summary In this session, Dan works on the deep technical architecture of the new radial menu system, replacing the old hard-coded interaction menus. The focus is on creating a multi-dimensional, context-aware structure using nested structs. Dan implements a "get radial menu data" blueprint interface that allows objects in the game world to tell the menu what specific actions they support. He also integrates the menu with the new multiplayer chat system developed in the previous stream to handle ship-wide system notifications.
|
| Highlight |
timestamps
|
| Visual overview of the new radial menu (segmenting, color-coding, and fading) |
00:02:47
|
| Philosophy of the radial menu as a proxy for physical speech and actions in-game |
00:04:24
|
| Discussion on the "Ship's AI" category and location-aware voice commands |
00:04:46
|
| The struggle of building nested arrays within structs for infinite menu depth |
00:13:27
|
| Explaining why "E" and "F" are the only keys needed for full game interaction |
02:09:08
|
| Decision to move action logic to the objects themselves via blueprint interfaces |
02:57:12
|
| Solving the "recursive loop error" by creating distinct struct levels |
03:03:00
|
| Handling back-button logic so players can navigate between subcategories |
03:15:37
|
| Integrating the leave/join ship notifications into the new global chat system |
03:47:24
|
| Final testing of custom prop actions (spinning the globe and drinking beer) |
04:02:27
|
|
| 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
Summary In this "Random Friday" stream, Dan continues the technical overhaul of the radial menu system, shifting from a hard-coded, manual setup to a dynamic, gameplay-message-based architecture. The session focuses on refining NPC interactions, specifically summoning/dismissing crew members and issuing station-specific orders without closing the menu. Dan also discusses the long-term design philosophy of avoiding standard 2D menus in favor of in-world physical interactions like tablets and holographic displays.
|
| Highlight |
timestamps
|
| Demonstrating the basic "Sit" vs. "Radial Menu" logic on bridge chairs |
00:03:41
|
| Explaining why the project is moving away from third-party plugins like ALS |
00:24:14
|
| Discussion on the speed of Blueprints vs. C++ and the engine's "emulation layer" |
00:26:45
|
| Implementing the new Gameplay Message Tag system for cleaner event broadcasting |
00:44:33
|
| Adjusting the radial menu layout to fit more text and eventual icons |
00:52:04
|
| Integrating departmental order channels (Helm, Sensors, Comms, etc.) |
01:01:57
|
| Solving the menu "fading" logic to allow persistent NPC interaction |
02:25:08
|
| Re-coding sensor mode switches to include sub-menus for zooming and scanning |
03:02:07
|
| Logic fix for "Hacky" object targeting within short-range sensor limits |
03:55:27
|
| Closing thoughts on the upcoming demo update and the "no-menus" philosophy |
04:03:10
|
|
| 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
Summary Dan refined the radial menu to be more context-aware, reducing unnecessary clicks by making options relevant to the object currently being viewed. A major addition was the "Command Target" system for the hollow display, allowing the captain to designate objects of interest that the sensors and helm can then automatically target. The stream also covered technical fixes for NPC summoning and staggered event sequencing to ensure autopilot and FTL engage smoothly.
|
| Highlight |
timestamps
|
| Overview of context-aware radial menu improvements |
00:10:58
|
| Demonstration of the new Command Target system |
00:14:49
|
| Staggering NPC event sequences (Autopilot then FTL) |
00:32:07
|
| Debugging hollow display command target persistence during zoom |
01:42:04
|
| Implementing the "Focus on Target" sensor mode from radial menu |
02:18:42
|
| Refactoring surface map toggles and map layer sub-menus |
02:54:47
|
|
| 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
Summary This session focused on integrating the radial menu orders into the global Task Manager system. Dan worked on making NPC orders persistent, ensuring that if a player manually interrupts a console, the NPC will attempt to recover and complete their assigned task. Key updates included implementing the "Belay" command, setting up departmental task boards for the bridge, and a long discussion regarding sci-fi influences and the future transition to Metahuman characters.
|
| Highlight |
timestamps
|
| Testing radial menu usage while seated in the captain's chair |
00:07:02
|
| Injecting shipwide orders into the Task Manager board |
00:11:47
|
| Handling FTL field collision theory and game over states |
00:18:23
|
| Implementing the "Belay/Hold" order logic |
01:59:50
|
| Comparison of strings vs enums for task code management |
03:10:37
|
| Breaking down the "Adama Maneuver" and sci-fi storytelling |
03:45:47
|
|
| 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
Summary In this stream, Dan focused on creating a robust "State Engine" for NPC tasks. This involves a flowchart-style logic system that allows NPCs to track their current orders and resume them even if a player interferes with their console. He simplified the data structures for shipwide orders, moving away from nested structs to more efficient vectors and floats. The session also covered updating the bridge UI to reflect task states and fixing coordinate/radius issues for the autopilot.
|
| Highlight |
timestamps
|
| Introduction to the State Engine logic and flowchart approach |
00:03:50
|
| Transition to a monolithic enum for bridge stations |
00:05:45
|
| Logic for comparing Galactic vs. Local coordinates for targeting |
00:23:21
|
| Updating the Bridge UI to show task states (Pending/Assigned) |
00:44:52
|
| Testing NPC robustness: NPC reenabling autopilot after player interference |
02:53:16
|
| Fixing the Star Radius multiplier for accurate FTL arrival |
03:22:57
|
| Final overview of the universal Task Manager system for all departments |
03:57:33
|
|
| 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
Summary This stream focuses on deep technical work regarding the NPC task manager system, specifically refining the logic for shipwide orders like star system exploration. Dan implements a three-tier ticking function architecture to handle high-level missions, station-specific subtasks, and individual completion criteria checking. The session also covers the integration of an audit log system that tracks physical button presses on the bridge to ensure NPC and player actions are synchronized and robust.
|
| Highlight |
timestamps
|
| Three-tier logic architecture explanation |
00:11:58
|
| Optimizing ticking functions with random start delays |
00:16:35
|
| Coding "Navigate to Location" objective tracking |
00:22:09
|
| Reusing task logic for both Players and NPCs |
00:27:37
|
| Discussion on Christmas Early Access goals |
00:38:12
|
| Implementing persistent tasks to prevent NPC stalling |
00:45:52
|
| Autopilot arrival calculation and computer core upgrades |
00:54:43
|
| Smart glass overlay concept for bridge windows |
01:09:36
|
| Tactical maneuvers and custom thruster scripting |
01:45:34
|
| Starting the Bridge Audit Log system |
01:50:16
|
| Metahuman character system and customization plans |
03:54:38
|
| Zero-G and centrifugal gravity animation challenges |
03:57:09
|
|
| 2026-03-13 |
[212](https://www.youtube.com/watch?v=ZtcwbiN_VLM) |
3 hours, 58 minutes, 40 seconds |
Starship Simulator - Random Friday! - More work on shipwide orders
Summary This technical deep-dive focuses on refining the "Shipwide Orders" automation and the bridge task management system. The developer spends the majority of the stream troubleshooting logic loops in the sensor suite, specifically ensuring NPCs can autonomously identify the closest unscanned stellar body and transition between medium-range surveys and short-range scans. Significant work is done on the NPC interaction layer, allowing them to physically "press" UI buttons to trigger replicated game functions, maintaining a one-to-one simulation between player and AI actions.
|
| Highlight |
timestamps
|
| Technical Logic: Fixing Infinite Scans in the Task Management System |
00:11:50
|
| Galaxy Architecture: 1-Light-Year Cube Subdivisions and Re-Basing |
00:20:00
|
| Floating Point Jitter: Analysis of Lateral Movement vs. Rotation Jitter |
00:34:42
|
| UI Architecture: Contextual Radial Menu and Action ID Logic |
00:37:40
|
| Simulation Depth: Multi-Part NPC Actions for Automated Navigation |
00:50:51
|
| Data Persistence: Handling Computer Core Damage and Data Inaccessibility |
01:10:03
|
| Task Automation: Sorting Struct Arrays by Distance for Target Acquisition |
02:14:13
|
| Audit Log: Using Gameplay Message Subsystems to Verify Button Presses |
02:15:12
|
| NPC Optimization: Pawn Sensing Logic and Distance-Based Visibility |
02:57:10
|
| Technical Milestone: Decoupling Task Logic from Global Task Managers |
02:25:45
|
| Procedural Content: Planetary Surface Village Settlements Logic |
03:09:00
|
|
| 2026-03-22 |
[213](https://www.youtube.com/watch?v=r8yJDOSQWxc) |
4 hours, 0 minutes, 37 seconds |
Starship Simulator - Random Sunday! - Adding Orders UI's to Helm and Sensors
Summary This stream focuses on implementing and refining the "Orders" UI for the Helm and Sensors stations, enabling a more seamless workflow between player and NPC bridge crew. The developer introduces a unified bridge orders struct to act as the "ground truth" for task management, simplifying the data flow across different bridge consoles. Key technical work includes debugging arrival distance logic using star radius calculations and ensuring that automated mission objectives properly clear from the system upon completion.
|
| Highlight |
timestamps
|
| UI Design: Implementation of the new Orders Tab for Sensors and Helm |
00:07:21
|
| Logic Refinement: Shifting from single orders to a scrollable task list |
00:10:02
|
| Data Architecture: Introduction of the Unified Bridge Orders Struct |
00:13:13
|
| Simulation Depth: Calculating System Arrival Distance based on Star Class |
00:16:42
|
| UI Architecture: Context-Aware Radial Menus and Object-Based Actions |
00:36:16
|
| Troubleshooting: Fixing Unit Conversion Mismatches (CM vs KM) in Logic |
01:13:08
|
| Unreal Engine Tip: Using the Units Dropdown for Float Variables |
01:28:14
|
| Technical Milestone: Verifying Automated Task Clearance on Arrival |
01:32:07
|
| Navigation Logic: Theory on Parabolic Approaches for System Plane Alignment |
01:36:47
|
| Collision Avoidance: Proposed "Keep Out Cone" Logic for FTL Travel |
01:38:48
|
| UI Implementation: Constructing Scrollable List View Widgets for Tasks |
02:13:29
|
| Gameplay Loop: Testing Manual vs. NPC Order Execution Flow |
03:54:06
|
|