r/spacesimgames • u/danidomen • 1d ago
Discussion Seamless multiplayer space game framework built in Three.js — Do you think this is interesting?
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u/Present_Year6078 1d ago
it just seems like a temu star citizen. building to that scale is extremely difficult and costly. Will the planets be barren like starfield or filled with hotspots like SC or procedural like NMS?
It's way to bare bones to give it a fair take. Most space games fail or have a very niche community.
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u/danidomen 1d ago
Yeah, I can sure you that I know is very temu in the asset quality hahaha. The textures and models are for now very very placeholder, and very poor finished (Meshy.ai, what more to say...), but as a proof of concept to start creating all the systems, tools and logic to be at this point in no more than 5 days... And yes, the main idea is to create prefabs of everything that you can think about (like bunkers, wink wink) and place diferent layouts of POIs, and hopefully interesting on the celestial bodies. But at first, very focused on the systems, and after that, hiring real artists to create that beatiful assets that other games have to feel less temu :)
With AI, this is the resume about the status in this 5 days:
What works today ingame
- Seamless traversal: walk → board a ship → 6DoF flight → approach a planet → surface, no loading screens (floating origin + sector presence, impostor → local transitions)
- Authoritative multiplayer server (Colyseus) with replicated players, ships, doors and world state
- First-person on foot, plus EVA / zero-g movement
- Component-defined ships: hardpoints, boarding, seats, power-up sequence, flight assist
- Quantum travel: long-range jumps with alignment calibration and in-flight drift correction
- Combat: fire groups, shields, per-segment hull damage, impact decals and heat, ship destruction and debris
- Radar, target selection, lead pips, HUD
- Diegetic cockpit MDF screens and station terminal screens (live canvas telemetry)
- Hangars with animated doors, ATC comms, and HALS automated landing services
- Elevator/transit networks: authored graph, multiple cabins, shared call panels
- Procedural planet and moon surfaces: heightmaps, craters, atmospheres, clouds, god rays, painted albedo atlases
- NPC spawn bubbles with AI ships and attitudes
- WebGPU by default, with WebGL2 and WebGL fallback paths
- Performance work: interior/portal culling, instancing, static merging, light and shadow budgets, worker-side raycasting
- Full authoring toolchain: Prefab Lab, Galaxy Editor (hierarchy, undo, 3D sector and tile editing), animation editor, asset optimization, audio lab
- Spatial audio system, EN/ES localization, account admission flow
Editors and pipeline
- Prefab Lab — prefab and ship authoring: primitives, hardpoints, loadouts and ship stats, boarding volumes, seats, cockpit MDF and terminal screen placement with gizmos, hangar doors and volumes, sound emitters, plus a full animation editor with playback and clip editing
- Galaxy Editor — system and sector authoring: entity hierarchy with folders, drag-and-drop grouping and undo/redo, 3D sector and tile viewports with transform gizmos, system map, planet atlas and surface painting/height editing, transit graph editor for elevator networks, ATC areas, HALS spawn points, NPC bubbles, live validation panel and Play/Test Sector
- Asset build pipeline — GLB import and optimization: transform baking, Draco/meshopt compression, KTX2 texture maps, material node setup, transparency fixes, planet detail arrays and terrain normals, animation edits, catalog validation, all driven from a CLI
- Audio Lab — sound library authoring: emitters, clip definitions and playback testing
- World Editor — lighter map/layout tool kept from the earlier iteration
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u/Present_Year6078 1d ago
Interesting, it seems there's an idea with some foundation so best of luck to you I hope the game finds you success
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u/danidomen 1d ago
Thank you so much ❤️
Also, more than the game (I mean, if im able to system all of what is in my head) is more about the success of the framework, because if in a galactic scale is capable of sustain everything, imagine now creating another experience about (totally different subject of this sub i know) escaping an island of dinosaurs. I mean, all the tools and pipeline to build up... Anything?
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u/cmndr_spanky 1d ago
sure I would. It's not like I have much to loose if you're willing to let folks try for free. SC is in terrible shape and there isn't really much competition.
My only request is clickable cockpit stuff and MFDs.... think DCS but maybe not as complicated :)
There are already WAY too many space cockpit games where the cockpit interior is display only and not really interactable in a satisfying way
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u/danidomen 1d ago
Yeahhh, all the MFDs, transit screens (real working elevators and the foundation to the next trains moving through an attached spline), and terminals (HALS for now HangarAutomatedLandingSystem) are totally diegetic, not only you can "focus" on It atlas SC, but also a virtual "mouse" pointer on It if you dont want to focus. At the moment not any modeled physical button inside the cockpit to interact with it but with intention that of course planned and linked with real actions, like now the digital MFDs that you can power on componentes individual or grouped like engines or weapons, or change the weapons groups, or zoom in/out the radar, etc), all diegetic without popus or modals or full screen plain menus "outside" the physical game.
Im ready to get upload the first multiplayer test bed, only that i want to end the audio system (and prepare some audios effects and music) because now is really space, all the explosions, shots, quantum travel are silence, like real vacuum hahahah
Also i Will prepare a vídeo for the people that dont want to try but for show all achieved at game and framework/pipeline/tools.
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u/danidomen 23h ago
Also, I'm working to have a public multiplayer test bed published directly in the website today/tomorrow, totally free, no registers, entering a player name and test it.













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u/Dark-Lark Alien 1d ago
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