Expand galaxy generation and viewer rendering
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@@ -1,5 +1,32 @@
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# Next Steps
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## Galaxy / Viewer Fit
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The world is now much larger and more varied:
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- roughly galaxy-scale system counts
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- elevated system height variance
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- procedural orbital metadata
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- moons, rings, binary stars, asteroid belts, gas clouds
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- special-case `Sol` system content
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The next step is not “make the map larger.” That is already done for the current runtime.
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Recommended work:
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- tune galaxy readability at scale
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- better starfield depth cues
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- stronger color/size differentiation for star classes
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- improved system label decluttering
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- add galaxy navigation affordances
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- jump-to-system search
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- constellation / region overlays
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- bookmarks for notable systems such as `Sol`
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- tighten viewer performance
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- reduce orbit/moon draw cost when zoomed out
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- pool or simplify distant celestial meshes
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- profile high-system-count scenes
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## Economic Growth
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The current economy already supports:
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@@ -25,6 +52,9 @@ Recommended work:
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- show ore throughput
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- show fabricated goods
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- show queued faction priorities
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- make resource type differences matter
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- ore belts vs gas clouds
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- gas-aware logistics and production choices
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## Pirate Harassment
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@@ -61,11 +91,12 @@ That turns the simulation into a real strategy loop.
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## Concrete Implementation Order
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1. Add faction production heuristics based on current economy and losses.
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2. Make pirate target selection explicitly prefer economic targets.
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3. Surface faction stocks, throughput, and build priorities in the HUD/debug views.
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4. Expand the order/behavior set with higher-value RTS actions like `hold-here`, `attack`, and `defend-area`.
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5. Break backend simulation responsibilities into smaller planning / faction / combat / logistics modules.
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1. Add viewer-scale performance controls for the larger galaxy.
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2. Add faction production heuristics based on current economy and losses.
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3. Make pirate target selection explicitly prefer economic targets.
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4. Surface faction stocks, throughput, and build priorities in the HUD/debug views.
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5. Expand the order/behavior set with higher-value RTS actions like `hold-here`, `attack`, and `defend-area`.
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6. Break backend simulation responsibilities into smaller planning / faction / combat / logistics modules.
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## Network / Multiplayer
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@@ -144,5 +175,26 @@ Recommended work:
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- add per-layer presentation tuning in the viewer
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- smoother fade bands between local / system / universe
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- better visual density control at galaxy scale
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- moon/orbit LOD based on zoom level
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- add resync handling when a client falls too far behind
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- consider switching from SSE to websocket transport if bidirectional command traffic becomes heavy
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## Celestial Depth
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The current celestial layer is procedurally rich, but still mostly decorative outside of resource nodes.
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Recommended work:
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- add authored moon metadata when needed
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- labels
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- resource-bearing moons
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- special landmarks
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- support multiple belts / cloud bands per system explicitly
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- add stellar gameplay hooks
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- hazardous neutron-star systems
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- high-value binary systems
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- rich-gas outer systems
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- expose notable-system summaries in the viewer
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- star class
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- resource profile
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- moon count
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