Sunscatter is a real-scale spaceflight, mission-design and logistics game. It is being rebuilt from scratch in 3D.
| Version | Status | Where |
|---|---|---|
| v0.1 | Archived 2D prototype in Rust/wgpu. It is still runnable. | archive/v0.1/, whose README has screenshots, features and build instructions |
| v0.2 | In development. The Earth–Moon flight prototype is playable: launch, orbit, trajectory prediction and parachute landing. Earth and the Moon have real elevation and colour data, with terrain LOD, atmospheric scattering, stars, map mode, five graphics tiers, saves and a tracking station. Ships are still boxes. | crates/, docs/ |
cargo run -p game --release # fly: Z full throttle, W/A/S/D/Q/E steer, P parachute, . and , warp
cargo test -p sim # simulation tests (deterministic; CI runs them on macOS and Windows)
SUNSCATTER_DEMO=/tmp/shots cargo run -p game --release # scripted flight, screenshots of every graphics tier, benchmark tablesOther keys:
- F3: graphics settings, including the tier and a benchmark. F4: performance overlay.
- F5 / F9: quicksave / quickload. F6: the save list.
- F7: tracking station.
[/]: previous / next vessel. - F2: spawn 10 test ships.
The full list is in the in-game Controls panel.
Build plans and their reviews (what works, measurements, what's next):
- Vision: identity, pillars, non-goals and roadmap.
- Process: documents, research strategy and engineering rules.
- Decision log: what has been decided, and why.
- Lessons from v0.1: what to keep and what to change.
- Motion model: how bodies and ships move without spheres of influence, plus the analysis of numerical precision.

