Build a client for a small play test. Organize an event.
Rail guns
Mini Guns
Missiles
Lasers
Anti Missile Systems (AMS)
Sensors (Signature and Range)
Shielding -> Active/Buffer/Regen
Armour -> Active/Buffer
Energy / Regen
Ability to add bookmarks and see them on the overview.
Add a market for selling and trading items inside stations.
NPC ships that roam asteroid belts.
Add 3+ new frigates to the game and add new classification specifications
UL - Ultralight > 0 <= 5000 tons
M - Medium >5000 <= 15000 tons
H - Heavy >15000 <= 30000 tons
B - Battleship >30000 <= 50000 tons
C - Carrier >50000 <= 200000 tons
D - Dread >50000 <= 200000 tons
Added autopilot so we can afk from src to dest

Simple right click menu for quick warps

- Missile System — Added missile bay modules as a new weapon type with projectile visuals, exhaust trails, and impact effects
- Missile Fixes — Resolved issues with missile targeting and cycle behavior
- Ship Stats Overhaul — Broke out ship stats into detailed tables for better readability
- 4 New Ship Assets — Added textures for 4 new ships
- Weight System Fixes — Corrected thrust-to-weight speed calculations
- Weapon Wind-Down — Weapons now visually wind down when deactivated, with target menu showing wind-down state
- Turret Improvements — Fixed turret lerp snapping and turret jitter/giggle
- Hotbar Grouping — Hotbar no longer groups unlike items together
- Logout & Gate Jump Timers — Added visible countdown timers for logout and gate jumps
- UI Polish — Windows auto-close on dock/undock; inventory/cargo backgrounds no longer alternate row colors; various window layout fixes
- Login Improvements — Username field auto-focuses on login screen; Enter key dismisses error popups before triggering login
- Session Reconnect — Players can now reconnect to an active session without waiting for timeout — game state (position, warp, weapons, orbit, locks) is preserved

Switch from a hard-point balance system to a tonnage and size based system.

1.) Exit button not clickable in one click — sometimes requires two clicks.
2.) Hovering on the overview should show a new highlight color, applied the same way as selected, targeted, etc.
3.) When the server is 100% ready, display a banner on the console.
4.) Turrets when jumping and warping are not in the correct shader / animation. Warp animation start should be based on visual position, not server-side position.
5.) Add metadata details to the map search. Fade results when not matching the search.
6.) Weapon grouping.
7.) When claiming a ship, also claim a 'Damaged Mining Laser'.
8.) Show more info on the System Map (Belts / Belt name on hover).
9.) Zooming in and out on the game should not zoom in and out on the map when it is open.
Recipes for refining ores.

Produce mining lazers form refined goods

A massive industrial vessel bristling with nine weapon hardpoints. The Golem''s reinforced hull and expansive cargo bay make it the backbone of large-scale mining and salvage operations, while its formidable armament ensures it can defend itself in hostile territory.

Water Ice (H₂O) Hydrogen Fuel, Oxygen
Ammonia Ice (NH₃) Nitrogen Fertilizer
Methane Clathrate(CH₄) Methane Fuel Cells, Organic
Dry Ice (CO₂) Atmosphere Processing Gas

Ability to activate mining lasers and collect ore top ship inventory.

Mining lasers are ship equipment modules that players can activate on valid, mineable targets such as asteroids or resource nodes, generating resource items into the ship’s inventory. Mining only succeeds when the server confirms the target is mineable, within range, and meets any lock or line-of-sight requirements. Mining output is calculated deterministically each tick based on module stats and target properties, with progress and yield results replicated to clients.

Add weight to ships items and block some specific inventories from some specific items.

Ship equipment can only be attached or changed while the player is docked at a station, and no equipment modifications are allowed while in space. The server enforces this by validating the player’s state before approving any equipment change, rejecting all modification requests made in space. When changes are allowed, updated equipment states are immediately replicated to clients.

Ability to add friends and chat with them.

Add a watchlist so we can track players online status.

Allow users to search from other users and show online / offline status.
Build a functional insanely optimized search engine for database data.
Activate ship and deactivate ships as well as add shuttles. (New Ship)


Setting up servers and infrastructure.
Online
1 web server 8 cores, 16 threads @ 2.7GHZ & 16GB's of RAM
1 lobby server 24 cores, 48 threads @ 3.7GHZ & 192GB's of RAM
3 games servers 24 cores, 48 threads @ 3GHZ & 32GB's of RAM
Offline Backups:
3 games servers 24 cores, 48 threads @ 3GHZ & 32GB's of RAM
Login and out in dock currently it spawn you in your last position near the station.
Inventories are player-scoped and split by location: every player has separate inventories for each station and each ship they use. Station and ship storage are completely independent, with items tracked by quantity and keyed by playerId + stationId or playerId + shipId. Moving items between a ship and a station requires an explicit transfer action—nothing is shared automatically.

An easy way to see whats in and not in range of stations.

System view and map view on one command bar tool.

Add in animations for afterburner output and warp bubble

Move quickly to markers with no control

The way point overlay renders markers for all active way points on screen, showing basic details like name/type and distance, and continuously updates their positions as the player or camera moves.

Spatial debug view, player view
Add docking so we can remove the user from the game world and put them safely inside a space station.
Make it your own!

F1 - Help
F9 - Screenshot
F10 - Screenshot mode
F11 - Full window
F12 - Full screen mode
When zooming out we need to see icons on objects that become too small. Also when zooming and using "current target indicator" we need to make it the same color as the "current target indicator".

The logout button needs to have a timer and logout after the 60 sec of being safe.
glFinish() is a blocking GPU sync, it forces the CPU to wait until the GPU completes ALL pending draw calls. This wait time is variable and can occasionally spike.
Add a chat so we can see all users in the same system and talk with them.

The orbit approach was changed from aiming at the closest radial point on the orbit circle to computing perpendicular entry points — two candidate points at 90° to the ship-to-target line, one for CW and one for CCW orbit direction. The transition from straight-line approach to tangential orbit velocity now blends over a full orbit-radius-wide zone (from 2x down to 1x distance), instead of a hard 5% threshold, preventing the ship from cutting inward on entry.

Added orbiting, it wont guarantee distance but it will try it best.

Added buttons to control ships.

When a player begins a system transition through a bridge connection, a transfer token records the transfer start timestamp and the player enters gate transfer stasis. For exactly 4 seconds from that start time, the player is fully locked in stasis—movement is disabled and no commands can be sent or processed, regardless of arrival completion. After the 4-second duration elapses, stasis automatically ends and normal control is restored.We can also see when a user jumps in or out of a system by the gate activation animation even if we never see the player because we can see the gate.

The cloaking system introduces two server-controlled modes that determine invisibility to other players: standard cloaking allows movement while remaining unseen, while stasis cloaking keeps the player invisible only as long as they do not move, with any movement immediately breaking the cloak. The server is authoritative over cloak state, and cloaked entities are excluded from replication, sensors, overview lists, targeting, and interactions. Any cloak or uncloak event is instantly replicated to clients for UI and visual updates.

Added a galaxy map so we can view the game world.

Add a visual indicator that points toward the object currently selected in the Overview panel, helping players quickly identify the direction of their target in space.

Inter-system travel via jump gates connecting star systems. Includes gate visualization, connection mapping for all 3000 star systems, and seamless transitions between systems with proper state management.

Sensor-based detection system with configurable range, visual radar display, and circle-to-circle collision detection for visibility. Players can only see objects within their sensor range.
Distributed game architecture allowing players to seamlessly travel between different game servers. Includes server-to-server communication, secure player handoff with transfer tokens, cross-server jump commands, system sharding across multiple game servers, and automatic client reconnection for server transfers.
Comprehensive space overview interface showing nearby objects including stars, planets, asteroids, stations, gates, and other players. Features filtering options, icons for different object types, distance formatting, waypoint indicators, and performance optimizations for large object counts.

In-game combar for player messaging and system notifications. Provides interface for future chat and communication features.
YAML-based configuration files for server setup, game settings, and runtime options. Includes default values and easy customization without code changes.
Comprehensive logging for debugging and monitoring including game events, lobby activity, server bridge communication, and configurable log levels. Supports muting noisy logs during normal operation.
Complete login and account system with session management, 60-second timeout handling, instant logout, proper disconnection handling, and login state recovery after failed attempts.
Modular space stations implementation w/o docking capabilities, and integration with the overview and targeting systems. Stations appear on the star map via seeds.
Complete targeting system with sensor-based detection, target locking mechanics, and signature tracking. Players can lock multiple targets based on sensor strength, with visual indicators for locking progress and locked status. Includes right-click targeting, target validation, and maximum target limits.
Procedural generation system for creating diverse star systems with multiple star types, varying sizes, and visual effects like solar flares. Includes support for very large stars, synchronized rendering across clients, and damage calculations based on star proximity.
Custom networking library built on Netty & Colfer framework supporting TCP connections, broadcast messaging, connection callbacks, ping monitoring, and thread-safe event handling. Includes SSL certificate generation and robust connection management. As well as a custom NT server and customizable compression. (2 years of development and testing on various projects.)
Dynamic asteroid belt generation with clustering algorithms, rotation animations, fade effects for distant objects, and multiple asteroid types. Belts are procedurally generated with configurable density and distribution patterns.
Dynamic solar flare visual effects synchronized across all clients. Flares emanate from stars with proper timing and visual consistency regardless of when players enter the system.
Dynamic camera following player ship with centering, zoom controls (including minimum zoom limits), and smooth transitions. Camera properly handles system changes and maintains player focus.
Multi-layered parallax background rendering with procedurally generated star fields, gas clouds, and nebulae. Creates depth and atmosphere while maintaining performance through efficient rendering.
ImGui-based user interface handling mouse and keyboard input, window management, and proper input conflict resolution between game and UI elements.
PostgreSQL database integration with automatic code generation, entity loading, caching system, and query optimization. Supports user accounts, character data, and game state persistence.
Multi-level caching for improved performance including entity data caching, map caching, server-side caching, and batch processing. Reduces database load and improves response times.
Various performance improvements including multi-threading for event listeners, rate limiting for server protection, threaded cloud generation, cache optimization, and reduced network traffic through targeted updates.
Real-time entity synchronization between server and clients with movement smoothing, rotation interpolation, and position prediction. Reduces visual jitter and provides smooth gameplay even with network latency.
Deterministic procedural generation using synchronized seeds between server and clients. Ensures all players see identical generated content like stars, asteroids, and nebulae.
Ship control system with alignment commands, stop commands. Includes smooth acceleration, rotation inertia, and movement type enumeration.
Robust connection handling with status tracking, graceful failure recovery, duplicate listener prevention, inactive connection cleanup, and secure connection ID assignment.
Build system producing executables for Windows, Linux, and MacOS. Includes fat JAR packaging, code obfuscation for releases, and Maven-based build automation with GitHub workflows.
Multi-language support with JSON-based language files, font compatibility, and easy translation management. Currently includes English with infrastructure for additional languages.
Non-player character support with entity types, civilization affiliations, and server-side management. NPCs are tracked separately from players in status displays and updates.
Robust identification system for entities, connections, and game objects. Supports long IDs for scalability, formatted display for readability, and proper cleanup on removal.
Texture rendering with animation support, color masking for customization, and efficient asset management. Supports ship customization and visual variety.