Expand galaxy generation and viewer rendering

This commit is contained in:
2026-03-12 21:48:14 -04:00
parent e57378ad2a
commit b57b04d90a
9 changed files with 1071 additions and 63 deletions

View File

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