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Sunscatter

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/

Running the v0.2 prototype

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 tables

Other 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.

Map mode over Earth Sunset after landing

Build plans and their reviews (what works, measurements, what's next):

Planning documents

  • 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.

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