Star Atlas Event Recap 52: Atlas Brew 184-SES Deep Dive with Danny

podcast cover-event recap

In this episode, hear an AI summary of the latest Star Atlas community event.  Full video recordings can be found on the YouTube channel of Star Atlas TV at https://www.youtube.com/@staratlastv.



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Star Atlas Event Summary

Hi, this isn’t Matt with the Intergalactic Herald. I am an AI. Welcome to a Star Atlas Recap of the latest Atlas Brew from the Star Atlas Community Team. The following summary of the Atlas Brew was AI generated so no guarantee it is 100% accurate because I am an AI after all. If you want to listen to the entire recording, please check out the YouTube channel of Star Atlas TV. Enjoy the summary. Alright, Star Atlas navigators, buckle up! This past week’s “Brew” session was absolutely buzzing, a deep dive that truly felt like a peek into the future of our galactic economy. We had Jose, Santi, and Dom setting the stage, but the main event was our very own CPO, Danny, who brought some truly mind-blowing insights and a first-ever “Brew” appearance. But before Danny took the stage, there was some vital intel to share. First off, the DAO Council Elections are in full swing! Santi stressed that your vote really matters, as the results are shifting daily. With only one week left, if you haven’t cast your vote for your favorite candidate among Emperor, Yasf Freaks, Winstone, Jeb Blade, Lancer, and Morango, now’s the time! Speaking of big brains, tomorrow is the highly anticipated Ecom Forum, which Jose hyped up as being “as big as a town hall.” Get ready, because Chris is apparently bringing some deep, brain-cell-melting stuff, so you’ll want to be there. Plus, a special code for “Irish blessing” tickets was shared during the session – a nice bonus for those who caught it! On the economic front, there’s even talk of forming a new Star Atlas Econ Group to leverage our community’s incredible intelligence and help shape the future of the game’s economy. They’re even taking suggestions for group names, with some hilarious options already floating around! And in other exciting community news, we’ve got the Super Phoenix Racing Tournament kicking off next week during Breakpoint! This community-led esports initiative is not only hosting a massive racing tournament but also developing a dedicated mobile app for the Seeker phone, complete with live tracking and even a prediction market. How cool is that? You can participate even if you’re just watching! Now, amidst all this excitement, Santi’s internet decided to go on a cosmic journey of its own, leading to some hilarious audio glitches and Jose serenading the audience. An 8.2 out of 10 performance, for sure! But then, the moment we’d all been waiting for: Danny, our CPO, stepping up to talk about the Star Atlas Product Ecosystem. He painted a clear picture of Star Atlas as one cohesive product, with everything revolving around updating and interacting with the central galactic economy. He broke down the MMO RPG (our Unreal Engine experiences) as a series of building blocks – individual game modes like gunplay, ship combat, crafting – that allow the team to refine mechanics before the full open galactic world arrives. He even teased something called “Siege” coming soon! Galia, our single-player prototype, is crucial for testing the game’s pacing, making sure we don’t end up with tedious 45-minute travel times just to meet a friend. On the other side, we have the MMO RTS, which we’re already experiencing with Sage Labs. Danny confirmed that C4 is aiming to be a full 4X game, entirely on-chain, with all game logic living there. And here’s where it gets really interesting: after C4, they’re planning crossover events where, for example, a contested territory in Sage could be resolved through arena matches or fleet combat in Unreal, with the results syncing back on-chain. Danny also touched on the mobile strategy, explaining how Sage Labs’ “thin web” approach is laying the groundwork for a full cross-platform Fleet Command game down the line. But the real showstopper was Danny’s deep dive into the Sage Editor Suite (SCES). He revealed that he’d personally “vibe-coded” a new 3D visualization tool, built to take our 2D map data and render it into an interactive 3D canvas – all with just one initial prompt! Seriously impressive stuff. What started as a simple representation evolved in less than a week into a beautifully polished, procedural galaxy, complete with custom themes for planets based on resources, star bases, and even animated warp gates you can fly through! Danny explained how this tool distills the overwhelming amount of data (like 945 systems, 3000 planets, and 69 regions) into a meaningful, moment-to-moment player experience. He showcased incredible features like a fully-featured flight mode – with braking, boosting, and animated jets – that he built in an afternoon thanks to AI-augmented coding tools. This, he emphasized, is a “paradigm shift” that lets developers add quality-of-life features and polish without massive scope creep, accelerating development across the board. He even demonstrated how flexible the data is, attempting (with a few live demo hiccups, of course!) to change faction ownership on the fly. He rounded out the SCES demo by showing off region-specific views, a comprehensive outliner to easily find specific planet types or resources, and a pinning system that lets you bookmark and share cool locations via URL. The ultimate vision? A living, breathing 3D wiki for Star Atlas lore, where eventually we might see our claim stakes, ships, and NPC factions moving across their home worlds. Danny stressed that this is also a proof of concept for empowering the community to build their own frontends, leveraging Star Atlas’s flexible data and programs. The chat absolutely exploded with W’s and praise for Danny’s incredible work and vision. It was a testament to the exciting future being built, often one “vibe-coded” prompt at a time. As we wrapped up, the message was clear: the future looks bright, and community engagement is at the core. Don’t forget, the Ecom Forum tomorrow is crucial, so bring those brain cells. Thank you to everyone who tuned in! Stay tuned for more updates, and we’ll see you tomorrow for the Ecom Forum. You won’t want to miss it!


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Star Atlas Event Transcript

G GM GM GM >> Hello Jose Santiago de la Good morning my friend how are you doing >> I’m doing well I’m doing well cannot complain bit tired bit tired but doing Well, >> mean, you are Mr. Worldwide, right? Santiago, it’s not.

>> No, no, I’m not. I’m not. I’m not Mr.

Worldwide. Kier. Oh, Santi, please check DMs.

What’s happening? Kir modif. [laughter] >> We have We have internal pings like we have bots that pick the team for ref.

Um, but can be that bullet as well as will actually now work. >> pinged again. don’t want sleepless if see night.

Yeah.

No, no, no. Understandable. just ping the team Kier should be fixed very very soon.

Tango psych leading the way in the sink leaderboard up there doing well brother. >> GM everybody. GM >> Dominic Bane.

>> Dominic Bane. >> Dominic Bane. How are you doing, Dom?

Fantastic. How you boys doing?

Also doing well.

Also doing well. >> Excited.

We have Danny today. Huge >> first brew. First brew with Danny.

>> First brew with Danny.

Yes. Is it? >> It is.

>> guess we only had Danny on Towns. >> Yeah, probably. >> Yeah.

Jose, you got the popcorn ready? >> Yes, I’m eating popcorn.

That’s why I’m muting myself, honestly. >> See guys, you take the advice from Jose. Go get some popcorn because it’s going to be good brew.

It’s going to be great. >> Exactly. Get your popcorn, guys.

Daniel will cook for us. >> Yes. Uh think as always, we can get started here with some noteworthy news before getting Danny on stage.

And think the most important thing happening right now or one of the most important things right now is the DAO council election that is happening. Um it’s moving by the day also by the way. don’t know if you guys have been tracking but oh my god it’s different every day the results.

If you see here uh can you guys see my screen? hope you can. >> Uh it’s loading for me.

Loading. >> Loading. >> Yeah, still loading.

You might want to restart Discord. There you go. You’re good.

Okay. Um, so we have the PIP 25. We’re already at 25 pips, which is also pretty insane.

But we have the Dow Council elections with Emperor, with Yasf Freaks, Winstone, Jeb Blade, Lancer, and Morango. And so far the results checked early today and Morango was first and Blade was on last place and now it changed again.

So your vote really matters guys. Your vote really matters. think there’s still some time to vote.

It’s one more week but go cast your vote right now.

So far the council that we’re getting is Winstone Morango Lancer Emperor and Chief Blade.

So go support your favorite candidate right now and vote. think people are saying my audio is bad. >> You’re kind of lagging bit.

Yeah, >> they are saying you are becoming loster. >> Oh man, have random spikes to 5,000 ping. Like it’s it’s one second that happens.

Let me let me leave and rejoin. >> While is away, I’ll sing us song. >> Serenate us, bro.

>> What is going on for second? >> I’m giving that an 8. 2, man.

I’m giving that an 8. 2 out of 10. >> What just happened?

[laughter] But left one second. come back and Jose is singing. >> I did what needed to do.

That’s all got to say. >> That’s an easy 8. 2 out of 10 for sure.

>> Thank you. >> Great job. >> Thank you though.

>> Yeah, >> do what must. >> Oh man.

Yeah, think it should be better better now. guess you guys let me know.

We can keep going. They’re saying that should get better internet. pay 500 megabytes, but this Argentinian internet, guess like Argentina.

>> Yeah.

Yeah. Um, okay. We keep going.

Another thing happening this week is the ecom forum tomorrow. and Jose. That one is That one is is big one.

>> Oh my god. We Yeah, we got >> guys spicy one. Pretty spicy one actually.

>> think honestly uh you guys tell me what you guys think, but this is as big as town hall in my opinion. Maybe. don’t know.

don’t know.

People who care about statistic economy, people who cares about Yeah. Be there. Don’t miss they confirm tomorrow.

It’s going to be big. Honestly, you guys you guys think am. You guys know what am.

The cheerful hyped guy.

But this is the real deal. You must be there tomorrow. Honestly, no cap.

>> Yeah.

Yeah. Tomorrow is going to be big. And also one thing that you cannot forget for tomorrow is the brain cells.

[snorts] know at this point in this cycle we don’t have many left. At least don’t.

But bring the brain cells tomorrow because Chris is going to be sharing some deep stuff. >> He’ll blow everyone’s mind. Get ready.

Transcend.

Yeah. >> Yeah. Um okay so ecom forum tomorrow is interested you will also be able to get um the Irish blessing tickets like today we’re going to be sharing code.

So um another thing that we’re thinking Jose uh for the ecom side of things is the formation of new group. new group >> may happen, may be created, which is the Stratlas econ. >> Yep.

Uh mean think this is great idea. Honestly, we have people helping with game testing, game design, and we have many big brains in this community that play Sage that really enjoys being part of the Stratus economy.

So why not leverage this intelligence to help us shape the future of the Statatus economy?

So yeah, just need to think of good name for these people.

Something like Vantara. [laughter] see the suggestions and they are horrible. >> They are trash.

Awesome. [laughter] I’ll spend some time trying to split these spreadsheet. [laughter] Yeah, something like that.

But yeah, we we are looking forward to bring you guys to work closely to Chris to help shape the future of Star Atlas and Napkin Heroes. like this one. Lo, >> that one is the best one so far.

>> Best one so far. >> Police bumpers. pumpers.

That’s good one as well. >> But yeah, we are going to we’re going to get some names. If you guys have someone that you’d like to see in this group, send me DM.

Send Santi DM.

We are taking applications. >> We may do form. We may do form very soon.

>> We may do form.

Yes. >> Yes. >> Yes.

Yes. >> But it’s it’s needed.

It’s needed. >> So, yeah. that is going to be happening.

And then another thing is the is something happening for the Satlas community during Breakpoint which is the Super Phoenix uh racing tournament which is going to be pretty awesome. know that there’s lot of people participating and it’s not only tournament, but they are actually doing mobile app as well for the seeker phone.

So, check that out. just dropped the Discord link in the chat and you can find it at superfenixports. com as well.

uh you will be able to follow live uh what’s going on in the racing and think they’re also enabling prediction market as well which is pretty epic.

So definitely check that out and participate if you can because not only if you’re racing but you can actually participate if you are watching the tournament live.

So big one big one starting next week. >> Yeah, I’m really looking forward to this man. Like seeing esports coming to Saratus and being born from community initiative, man.

This is huge. Super excited to see what the Super Phoenix is cooking. Really want to see.

>> Yeah, mobile app dedicated to Esports. think that’s fantastic.

So see I’ll be watching live. >> You are back chewster my brother. >> And still >> yes.

That mean you’re going to sing for us again bro? >> Oh my god. Thank he’s back.

[laughter] It’s not working. Need Brazilian funk. [laughter] >> Need to change styles.

[laughter] >> Um, but yeah.

No, I think that covers the noteworthy news. Uh, know everybody wants to talk with Danny here.

So, Jose or the community, anything that missed before we move to the main topic?

No, no, good.

We are We are ready in row. >> Yeah. And don’t forget, you will be earning some tickets if you stay for the code later.

So, Danny, we’ll get you to stage. just invited you to speak. >> Hey guys, >> what’s up?

>> Hey, Danny.

Hey.

Yeah, >> I’m Danny. >> How’s it going? Oh, good.

Oh, man. just got just got little bit of image dump from the environment, guys, on uh this next map that’s coming and it looks so good. can’t wait to share it.

>> That’s how you enter the stage. >> like that. like how it >> just It just came through and uh you’ll see when you guys see it, but it’s good.

[laughter] It’s good. And nobody knows what’s coming.

That’s what’s cool. >> Don’t chill now. [laughter] >> Oh, sure.

really want to leak this one, but uh maybe we’ll do it for the Friday uh sneak peek. >> Okay, >> it’s good.

It’s good. >> Awesome.

Looking forward. >> Yes.

So, Danny, it’s good to have you on stage again. think it’s the first time we have you at the brew.

So, >> yeah, thought thought I’d been on once, but guess that was town hall. Um, >> think it was it was long town hall. think it was like three-hour long town hall, which ended up feeling like brew.

>> Yeah. >> But it was town hall.

Yeah. >> Yeah. >> Cool.

>> So, Danny, we’re going to cover everything SCES related. um we just pushed the new update and know everybody’s eager to hear from you on what that is.

But before that, Danny, there’s one thing that we wanted to cover. believe we shared this in foundation room um sometime believe last week or the week before um and it’s about the product ecosystem of Star Atlas.

Now that we have sync, that we have lot of things going on, think it’s valuable to cover this together with the community. Um, if you guys don’t know what I’m talking about, I’ll share my screen shortly so you guys can see, but it’s basically an overall view on the Star Atlas ecosystem.

So, and the product ecosystem for Star Atlas.

So, think we can start with that and covering how everything ties to each other and then we get on the on the SCES deep dive. What do you think, Danny? >> Uh, yeah.

Sounds good. >> There we go. >> Sorry, I’m laughing.

Just holy >> after sent those images.

Okay, cool. Um, yeah.

So, put together this image from request, community request. think it was Icy. Um, and uh um it’s kind of refresher.

You know, after Zinc came into the ecosystem, everyone had needed some kind of recalibration on on the overall uh product stack is what was calling it. Um just how everything fits together. Um I’ve always seen this as one product star atlas and just different ways of interacting interacting with the economy essentially.

So that’s why put the galactic economy as like this giant block there is because everything is about updating uh and interacting with the galactic economy layer. um was referring to the economic engine. Even zinc itself is was invented to support that economic layer for Star Atlas.

Uh there just happened to be other use cases for it.

So it turned into its own branded product. Um and so so that’s kind of where it all draws down into it in this image is that that economic engine.

But uh the way most people will be interacting with it is either uh the MMO RPG or the MMO RTS. Um which they still work together because there’s going to be lot of crossovers. I’ll get into that.

Um so the MMO RPG is in Unreal and that’s where we have lot of immersive game modes. Um and and the the reason why we’re building out those individual game modes is because they’re building blocks. Um and you’ve seen other uh projects build like that.

think there’s if you go look at the think it was Kickstarter for AOY is being built like that. Ashes of Creation, um, uh, Star Citizen even, they they bring out little mini games around mechanic that, uh, uh, gets released and players get to play with it as we’re developing the the the full open galactic world. Um, and the reason for that is to hone in on the mechanics.

So, with gunplay, gun play specifically, we actually did learn lot. There was lot of edge edge cases that came up that wouldn’t have normally came up where we just said, “Hey, gun plays or uh yeah, gunplay mechanics working. Uh let’s move on to the next thing with ship play or uh you know, crafting or mining or whatever.

” Um so we found out lot of things by releasing it and now we can refine it and it becomes like a really solid mechanic instead of just something we balance later after everything’s in.

So, this flow has been proven to work um uh with other very large crowdfunded um games because well, mean, could you imagine if we just said, “Hey, hey guys, thanks for the money. Uh see you in 5 years or whatever. ” Uh [laughter] >> it’s just it’s impossible.

You can’t do crowdfunding game like that. Um and you see all these other um crowdfunding games working that exact same way. Um, so that’s why we see these different modes coming out and um, yeah there’s there’s one on there called Siege [laughter] >> and that’s that’s something um, we’ll get into soon.

>> Um, not on this call, but soon. Um, so that kind of covers it.

And then and then obviously there’s the big single player Galia that really gets to test some of our pacing of the games. Like how long does it take to get into ship uh from foot? How long does it take to get out into like low orbit?

Start doing some some mining uh get into mission, resolve mission. All these kinds of things are really quickly prototyped. Um and and Brad’s been doing really great job tying them all together.

and it gives us feel of of what we need to kind of shave off and and dial in. Um, and and no hate, love Star Citizen, but one of the hardest things for replayability is how long it takes to get into uh like meeting up with your friends or or getting to mission.

Sometimes it could take like 45 minutes. Um, and then bug may ruin that game play or that game session and then you got to go do it all over again.

So, these are things we’re very sensitive to and and the the Galia prototype kind of helps us to iron these out, make it, you know, more of balanced simade approach rather than full simulation. Um, but on the other side of it now, there’s the MMO RTS, which we’re already playing uh with Sage, Sage Labs, and getting taste of it uh of of further development into features with Hollow Sim. Um, and that’s yeah, the the the goal of that.

and especially with C4 coming out is to become 4x game uh fully Forex game on chain. Um and then all those interactions, all the game logic, they’re all completely onchain. Uh, and that’s kind of the basis for when should say this crossover into MMO RPG is we want we want crossovers, but we have to still, you know, find places where we can do those onchain transactions and then have the the economy and the the game world sync up between the two experiences.

Um, and one of the things I mentioned here in crossover events is something we’re planning to do after C4. um where you know you could have a contested territory that can be resolved through uh arena matches in Unreal or or ship combat, fleet combat in Unreal and then they resolve on chain and then it also affects territory conquering uh and and the game board in Sage. Um, so that largely covers uh MMORTS, MMORPG, how they tie together into one economy.

Uh, and then the the two portions on top, crew cards, they’re basically your player characters and multi-crew bulk units for um, uh, staffing your buildings and claim stakes, uh, for staffing all your stations in your ships and fleets. Um, and then the way we identify where these crew carts come from is from lot of the story and lore, which is kind of the in the reverse economic engine.

It’s the the the fantasy engine of the crew cards, which leads into uh exploring the galactic world. Because while there’s lot of ships and everything, what’s actually [clears throat] the actual experience that people go through is people powering those ships.

So, your character playing those ships is what’s interesting.

It’s not actually the ships.

It’s how the individual interacts with the awesome mechanics of these ships that makes it interesting. Um, and so, so that’s why it’s base layer that kind of leads into that. Uh, yeah.

So think that covers this. Uh and then guess yeah mentioned zinc.

Yeah. Um then zinc becomes its own all-encompassing uh chain that we can do all this stuff on. Uh with uh you know we’re the only um project on that chain.

Performance becomes similar to Hollison. >> Yeah. Um saw some questions in the chat and guys if you have any questions before we move to the sageator suite feel free to ask them right now.

Um we have literally our CPO talking about the big scale product vision.

So um let’s take advantage of this moment at the at the brew. Um we have question from NDR Danny about the mobile um that we see mobile being mentioned in Stratus golden era and he’s asking basically if it’s it’s the ambition to have them work on mobile as well. >> Yeah.

No, that’s right. Um, so what’s beautiful about being on chain is if there’s there’s so many different ways different people [clears throat] can build different clients. Um, and as long as you’re using the same onchain programs, then it we don’t really care how it gets there.

But um the approach that mentioned there thin web and mobile MMRTS client.

It’s the the first version of that is kind of how we’ve been doing with Sage Labs. Uh you know trying to keep design bloat down to minimum just get stuff out and playable and testable.

It’s still it’s why we keep the labs moniker on there is because things are can break, but we just want to make sure that they’re playable and um and it’s working before we go too heavy into the design bloat and make it like full-on um production quality release. Um so so that’s that’s why mentioned that first.

It’s uh and part of it being on web is it also has to work for mobile so people can load it into like their their um wallets uh into their wallet browser and and interact with it there so it works you know because especially with uh C4 coming you’re going to want to know when you’re being attacked and you’re going to want to react right you’re not just going to uh be blind to those kinds of notifications um >> and Then and then the next evolution of that where mentioned full web and mobile game that’s where uh the work in fleet command is going to turn into full production quality game and crossplatform game.

So what we’ve done with coherent labs in Unreal is we’ve we were able to work in Typescript to make the UI which works in Unreal and it works on web at the same time. Um so once we finish the stage [clears throat] labs um phase then we move into the fleet command phase and then it becomes full crossplatform thing um using one codebase. >> Nice.

Perfect.

Okay. Any questions from the audience or we can move to the SCS main. think Santi meant to ask if anyone has any questions on this.

Santi, you you went full. >> Okay, you back. >> You’re back.

get random spikes. Uh >> yeah, sometimes >> in connection, but yeah, all hear from Santi was 11 1 011. [laughter] [snorts] Oh man.

Yeah, it’s so random.

But yeah, uh was asking if there are any other questions. Uh guess there aren’t. What’s the timeline for completion?

[laughter] That’s the toughest question ever. Uh yeah, can’t can’t speak on that today obviously, but uh soon TM [laughter] is the best we could say at the moment. Um there was some some some minor shifts into the front-end work recently.

Um and so things are picking up pace there, but um yeah, all can say right now is soon. >> Okay. Um, there’s question about NPCs in Galia.

>> Um, >> yeah, like on planet.

Yeah. Um, yeah, I’m tracking that.

There’s uh it’s don’t know if you guys remember even in Star Citizen, it took him like years. It was feel like only few few years ago they finally got NPCs working on on their planets.

But it’s it’s it’s hard thing to do 3D. um AI navigation uh nav mesh on planets, but we we have recently did some really good work for ship AI navigation in 3D space. >> Um and and Colin is tracking what we need to do for Nav Mesh and think he has solution, but it’s little bit down on the road map, so we’re not um able to approach it in the very near term, but it’s on the road map.

So, I’m not too concerned.

It’s just matter of time. >> Perfect. Perfect.

Uh, another question about NPCs and AI. If we’re using guess it’s specific one, but don’t know if you have like any comments on AI tools that we are using or if you’re planning to integrate AI to the NPCs. >> Yeah, eventually.

No, not right now. Everything is kind of um presscripted uh storylines.

So um no, not not fully AI personalities or anything like that yet. >> Okay. All right.

Um think we can move into the main topic. Uh people are telling me sound robotic again, so maybe just you want to take it away. >> Yep.

Uh so Denny uh think we can get started on on cess. Uh what’s the latest update that you brought us today that you’re going to share with us today? >> Uh yeah.

Yeah. Let me let me share screen. Uh let’s see.

You see that? >> see your screen. >> see the um the product stack.

>> Yeah. Um >> Okay, cool.

Cool.

Yeah.

So, so yeah, I’ve been putting some effort into the Sage Editor suite, added couple new tools recently. Um, and yeah, the important the important thing to think about here is they are tools.

That’s why they’re sitting in the tools section. Um, but it it creates an interesting conversation. Um um the reason why this is tool is because it directly interacts with the map editor.

So it might be fun to actually show how we can make live edit to the map. Um and and another tool here was just on Monday. It hasn’t been fully vetted, but it’s it’s basically like single source of truth tool for um for the blockchain team.

and they’ll they’ll take one JSON with everything in it rather than have multiple JSONs.

So now it goes through all of our tools and and gets the latest uh updates.

So everything we make in the other tools here uh ship configurator, map editor, all these um uh get lumped up and they get stripped of the um app specific tool specific things like lock statuses and stuff and just is stripped down just to the base data um that would be used for games.

So it’s game export uh from this tool, this dev tool suite. Um, so yeah, and then uh before get into this, thought it might be interesting to to answer some of the questions about uh like how long it took and stuff like that. And uh this is mentioned in chat this is 100% solo vibecoded just from myself.

Uh and and last month I just working in the map editor.

It’s 2D, right?

So, um, what artists and and basically everyone in in production like to do is see final version or final test bed uh, finalish of their output.

Right?

So, if I’m making map and you see in the map editor, it’s it’s in 2D. And you know, I’ve been doing this for long time that think my instincts are pretty well calibrated, but still need to validate that. Uh, and these tools, these the vibe tools, uh, don’t know what we should call them, but um, they help this in way that’s never been accessible before.

So, you know, went through and laid this all out. in 2D and there’s lot of information and all these things, lot of data and and and you know just using my imagination think this is going to end up looking nice and it’s really great place to go but why not validate that?

So took that and said hey let’s turn this into 3D thing. Um and literally one prompt and I’ll show what it looks like [clears throat] after one prompt.

So now this is just literally you throw in the plan. Here’s the data. Boom.

Now have something to work with.

So this is an interactive 3D canvas that uh visualizes the the 2D map that had. And the the the the Y-axis jitter is just it’s just some random jitter at first. Um so so this is what you get uh as an output from that.

in literally don’t know it was like 10 minutes or something. Um and then see something like this and go great now I’ve got something to work with. Uh and then I keep tweaking and and go on the side and and and then after week get something like this.

So I’m just polishing um and and editing all the different styles of things bringing in some brought in the the warp gates from our Sage 3D. Uh everything’s procedural. Um, and I’m just asking it to do, you know, I need this fe this feature.

need SVG 3D meshes of our icons to be able to put in.

So then it puts this whole library of converting SVGs into actual 3D mesh and then can place it. Um, and so go I’ll kind of just like tick these off on the side and then less than week uh of work, you get something really nice like this. And you can see you even got the star bases like placeholders.

It’s all based on the data. Um, and then you know have these debug tools to see like what’s working and make sure making sure I’m keeping performance up.

So, so the point is to get something that uh distills down all this data from the map editor into something that’s user friendly and the user experience is is more is just basically what player would go through if they were interacting with this data. lot of times people go, “Oh, wow. 945 systems, 3,000 planets, uh 69 regions.

That’s so much, you know, and they flip [clears throat] out thinking it’s so much.

But that’s cuz you’re getting a look behind the curtain, right? You’re not supposed to see all that data and think that’s the game. The game is, hey, jump into system.

see like, you know, four planets uh and and few stars.

And then, okay, what does this planet have?

So, it’s got uh these resources. Uh and let me just jump in now.

So, so now you kind of get like reason like for doing that.

So now all that all these numbers here the 98,000 resources that all these stars and planets it gets dist distilled down into what does user actually experience moment to moment and really they’re just their context is going to be you know the 20 different resources. Do need any of these resources in the um uh in my current gaming session? Do care about this stuff?

And then so so all that all this wrapper is just for um is just for um distilling down all that crazy data into gameplay experience. Um, so with very minimal work on the side, we can get something that represents the game uh the game pacing, the game moment to moment uh much better. And if it doesn’t if it doesn’t work, I’ll tweak it.

You know, I’ve I’ve I’ve tweaked the uh the jitter algorithm so it like has this nice kind of bursting in the middle and then kind of flattens near the end. um you know because if it’s all just just flat they can kind of overlay on each other.

It’s hard to select them.

So we get this nice like kind of placement of of the individual systems.

You can start to identify systems based on how they look, you know, and get familiar with the galactic neighborhood. Um instead of just bunch of noise, now you kind of get something that’s little more relatable. Um and so that’s that’s that’s largely the point of the tool.

and and you know there are there are very specific uh landmarks like the uh central space stations um that wanted to draw in permanently just to kind of get feel.

So what we can do now from this kind of single source of truth is we could start using that in Galia um for all the systems that we have to build out uh for um for Sage Labs for you know any any client can use this does it need the 3D data does it just need the 2D it’s all it’s all there and it’s available uh with these tools and it’s also Um, when you get into the individual, let’s just pick one. When you get in into the individual systems, um, you can see there’s lot of there’s lot of data on all the individual planets, all the individual systems, um, that can it can pull from.

So like terrestrial planets for example um every planet type has its own like set of themes that um that changes the look procedurally changes the landforms the ocean and clouds and everything. Everything in this app is procedural except for um the warp gates and the star bases. Uh and think that’s it.

Yeah. And of course the icons for like factions, but everything else is procedural.

It’s extremely small footprint. Obviously procedurally there’s still lot of work that you know the the CPU needs to do to to render all this stuff, but it’s it’s extremely lightweight uh because of that. Um so so what this does is it uh distributes all these different themes of different planet types based on resources that are on that planet based on location based on the stars that are nearby and like how they would affect uh the ecosystems on these different planets.

Um and so you then you get like lot of different looking uh interesting planets to um play with. You see even the like atmospheres uh there’s like higher atmosphere because this is an oceanic planet. Uh the atmospheric colors match it.

They also the colors are distributed based on like the star colors nearby. Um yeah there’s there’s a lot going on in this app. Man, then it almost feel like we should overlay the lore that we have written and start adding that to that view so people could see like the lore wiki >> in this format.

It would be super cool, right? >> Yeah.

So that that’s another phase I’m going to ask you to to to work on with me here is like you you can actually go into the map editor and like change the names of all these like these are procedurally generated names based on like the region the territory that or the the faction territory the the type of system um and it’s just like it’s just procedurally generated but we want to you know make this look cool and and be more immersive ive with like real names and system names and stuff like that. >> Yeah. >> And and there’s there’s little cool cool things, you know, that you can really enhance the the user experience.

can go into to region modes where um you just kind of view the region and you just isolate here’s cool region. Here’s all the systems that are in that specific region. um and navigate the Galia in that way.

You can also see like MUD owns eight of the core uh systems in here and you only need five of them to own the entire region.

That’s why it’s MUD region. Um so you can see those that kind of data and that’s all again baked into the uh you can see here uh 10 of them are neutral.

So, uh, neutral means like he goes too far, you know, kind of bad guys have set him up, so you got to go and take over them. Um, so, so yeah, also I did kind of wanted to do that too where you could see um haven’t done it here, but like if territory is blocking the uh um the ability to travel to like this region or that region, then it’s like like these ones are permanently safe, but you know out here um they turn into expanded safe region.

So, it would have been nice to to also visualize that.

But once started doing the regions, it was like pretty expensive like the the frame rate drops and I, you know, didn’t want to do any optimizations. Um, had to kind of just ship it out and and and move on.

But, uh, but there’s lot, you know, we can do uh with that kind of data.

So, you get into regions. Um, and then uh added added flight mode.

So it’s kind of just this totally fun thing. Plays really nice.

It’s actually really fun.

It’s got all the same like movement tall >> uh strafing everything just like our game.

It’s got the Vjoy. Oh boy, that’s loud. Here, I’ll just do this.

It only plays the first time.

So, here we go. Um, was realizing this game was so quiet, so had to make some some music in there. And it’s kind of fun to play around with >> vibes.

>> And this looks comp complicated, right?

It’s got the the flaps that move with the speed. Uh, got braking, boosting. We got cruise control.

Um, and I’ve got the the animated uh jet flames and the the the lens flare effect and the the little streaking stars going by as you go really fast. Um, sounds like lot, right?

No, it was an afternoon [laughter] of like and then it was literally fully featured just like this. And and the most of the time was is like figuring out some weird curves like when flipped over that like it got weirdly reset with the rotations and and then and then tried different model and it figured it out. Um but yeah, that that ends up taking most of the time rather than just, you know, getting this stuff to work.

Um but yeah, afternoon and we got full flight mode, so why not? I’m having to like adjust my my sense of of what is too much scope. used to have to always kind of stop my thinking of like, oh no, this is too much scope.

It’s going to take too long. Uh, you know, let’s just skip over lot of little quality of life features. Um, let’s just get things out and get things working.

But with these like AI augmented coding tools, uh, don’t have to hold back anymore with those kinds of things. If something is little off, like, hey, don’t want these orbit lines to show unless hover over it. I’ll just go, okay, let’s do that.

And then when hover, want this little like flag pole of data to show on everything. And so, okay, let’s do that. Um, so, so you get this like it has turned into kind of like an experiment of why why not see how far can push it, see how good these tools actually are and see how see how far can push it.

Um and mean, if were to try to schedule all this in with an actual team in in traditional pipelines, it would have taken better half of year to get this level of polish. Um, and then it’s like don’t have my hands directly on it, so can’t, you know, make very detailed stuff. um very detailed changes like like these flags when first put them in it.

They were little jittery because it was using like lower pixel grid.

So then asked the thing say, “Can you make that smoother? ” And it figured out some way to to make it super smooth.

It’s like little things like that.

It’s just great. >> Um >> do you see this technology, this AI augmentation helping in other fronts of Stratus development as well?

Yeah, it already is. Um the honestly the only place that um it’s little tough is in uh like blueprinting stuff in in Unreal because uh those are binaries and so the the coding models can’t crack into it and get like full context of them. uh you can kind of feed it some screenshots and um and and it does help through that, but it’s it’s not as clean as where it could get its fingers on the actual code and and understand context better and and make direct changes.

Um but but you know that’s getting better. Opus 4. 5 coming out has has also been big acceleration for um for those kind of like blueprint binary updates.

But everything else literally is um is improved. Uh you one of the biggest complaints is uh there’s too much to review. And to me that’s good thing.

like wouldn’t you want, you know, ton of stuff to review rather than have to write that all yourself? Um, and if the if the quality is good, then then it’s good. Uh, and and everything’s accelerated.

So, yeah, it’s it’s it’s getting through and it’s permeating through lot of our pipelines and it’s it’s speeding things up lot. mean, it’s it’s it’s an absolute paradigm shift. Um, so yeah, cool.

Um yeah, even put like yeah the actual star bases in there so you can see all the different um CSS’s. Uh and then we got this cool like uh warping.

So all the all the uh warp gates are linked up between the systems and that’s playable too.

So you just kind of click on it and fly through.

You can look around um while you’re flying. um and just go system to system. Um and if you you start learning the system of how work gates work, it’s pretty interesting too because then you can look at let’s see where where am I?

I’m in CSS.

So this one goes to region two. This one goes back to the center. Um so if want to keep going out and go to region two and uh uh what found interesting by making that system and said it’s from gameplay perspective is this too much data is it going to be hard to navigate is it going to be too much for players and by making these kind of systems like breaking it down to easy to understand warp gates and we can make them even easier you know with that that naming convention.

Um then people can get familiar with how the system was set up because right now it’s you have this king system in every uh region and the king system is connected to all the major core systems with warp gates and then those connect to other regions. Um, so then you start getting that system down and it’s it’s it’s little easier to understand when you actually get in and play it rather than just theoretically, okay, that’s how they work. Then you try to memorize the system that way.

Um, and little things like this. wouldn’t would never ask somebody to try to build all this like manually if we’re trying to get game out.

But this is again an afternoon. do the do this uh atmosphere simulation uh you know and it terminates down on the dark side of the planet the the lighting uh is based on the the actual stars so it’s facing it uh these shadows that cast onto the rings all this stuff like screw that like trying [laughter] to ask people to put that into the game that’s like you’re prioritizing at that point like what do not want to get in to get that in so now we can just do you know.

So anyway, that’s that’s kind of like the the major overview of this whole the purpose of this. Um, and of course, like you know, right when show like after week of work and show this and then people’s eyes start lighting up and they go, “Whoa, this looks like game. ” You know, and and [laughter] people are like, “Wow, this looks like game.

” And like, yeah, that’s cool.

But, mean, yeah, this is vibe co vibe coded, so there would still have to be lot of um optimizations if we were to make it game.

There’s some tradeoffs. uh you know by being in browser which mean I got it down to like 13 seconds to load at some point. feel like there there even more optimizations we could do and it just kept getting better and better as did like some optimizations with instancing and um parallel loading and and it just started getting better and better.

But you know unless we turn this into full client, it’s just the purpose is there.

It’s It’s resolving what needed it to resolve. Um um there’s another uh another cool thing here which is another afternoon build me like the whole outliner overview of everything.

So you can you know say you wanted to find let’s find volcanic planet or um if you were looking for specific resources for example.

Okay.

So now all our faction territories, there’s 23 systems with volcanic planets and 22 and oni.

Okay.

So this region has volcanic planet.

So let’s uh let’s jump to it. Um and then oh it actually has a black hole, too.

So there’s our there’s volcanic planet and you could see that here too under planets. Uh there’s volcanic planet.

There’s all the resources.

You can see the resource richness. You could play the entire thing from the the outliner if we wanted to. [clears throat] Um >> this is this is super cool.

Denny, uh, one question from the audience. Denny, that map, it follows the size of our Sage or So, it’s, let’s say, up to scale with our game right now. >> Yeah.

Um, we were talking about, and by the way, here’s the volcanic planet just so we have some resolution. Um, oh, and the cool black hole. Um, yeah.

Let me pop back out to the overview.

So, turn on the regions. The regions uh match currently for the most part. Um, there’s obviously more regions.

We went up to 69 regions, think, you know, rather than the 51. Um, so they all the original ones are mapped one to one.

So took those and and you can see the ones that are currently owned, the colored ones uh are based on uh everyone at tier five. Um, and these are going to be your regions.

And then all the neutral new ones uh there’s no data for in the current game.

So you’re you have to like go and take those over.

So it’ be nice fun first mission is to take over those regions maybe to expand your little territory. Um but yeah uh because people in Sage Lab get to tier five then they get to um they get to have their uh regions like owned in C4. Um, and you can see we’ve got eight uh booster systems here in this region.

And you only need five to own, but you get all the cores at at tier one. And let’s see if we can find the king.

So, the king is here. And you can see it’s owned, and the king is tier five uh because you guys worked to get to tier five. Um, so let that load in.

And said there’s there could be some um what do call it? Optimizations because it’s it’s working okay for my purposes. Um, so yeah, we got tier five.

Uh, it’s not always perfect.

It’s getting eaten by the sun, [laughter] but uh but the data is correct anyway. Um, and then >> man, this is so cool. >> make it further away from the sun.

>> Guys, by the way, just as just small disclaimer, Danny, uh, the code for today is ship it exclamation mark.

It’s on the chat since he shared it. shared it. Use it, redeem it because it seems to be available in the end of this brew.

So run.

But we haven’t.

This is looking super cool. any this is we can do lot of cool stuff with this honestly. >> Yeah.

You see there’s different types of terrestrial planets.

It’s not just one sizefits-all. Um yeah. Um let’s see.

There’s [clears throat] lot to go over. Uh the favoring system. Uh if you like said you favorite these things um favorite some regions and then you should be able to see that on map.

Where is it? There it is over there. Um so yeah just some way to make it easier to understand is from gameplay perspective.

And don’t know, I’m still through all this, I’m I’m still not intimidated by the amount of resources and planets and systems and regions that we’ve put in here. And think it makes for lot of interesting gameplay by having it at this scale. Um I, you know, put in some uh simulated warp travel between the different warp gates.

Those are actual warp gates in the world. And I’m just acting like there’s little ship flying through them. Um, and we could, you know, we could up that.

If this was an actual MMO RTS, you’d be seeing like crazy amounts of of movement going all over the place. Uh, so yeah. Oh man.

Yeah, lots going on there. >> Yeah, this is this is super cool. I get hyped just thinking about the possibilities here.

uh especially on the lore front, allowing people to have like lore 3D wiki like that where maybe in the future we can have ships flying the NPC factions in the their home worlds, the the different star bases, the places of interest that we have in Galia.

This is huge. Like the only CSS we see over there.

This is so freaking cool. >> This is super cool.

That’s fun. >> Yeah, >> the actual had some problem with the transparencies, but that’s okay. These are cheap.

It still looks good. >> This is super cool.

Guys, any questions? Uh, you Denny, we are on the last minutes of our brew, so make sure you ask all the questions that you have. Picks pick Denny Brain.

He’s here. ready to give you the alpha. Uh they are asking about the travel speeds.

Danny, it follows the the Sage warp and subwarp logics or it’s different. >> No, mean, yeah.

So, so there’s the the the travel modes are still going to be the same, adding the the warp gate travel um or warp lanes um for for really really fast, but [clears throat] but we will probably have to slow things down. It it might actually be too fast because the the the density was lot less in Sage Labs currently in Starbased. Um, so now like you know you don’t have to travel very far to get to whole new system.

So we we likely have to slow that down just to balance it. Anyway, Danny Lerno is asking will PR include all these systems and we play according to this or it’s going to be more constrained version. >> Well, right now yeah they’re working with smaller data set.

Um, so don’t know how much we’ll scale that up to this, you know, full production release. Um, so we’ll probably stick with smaller data set. We’ll see.

See if it makes sense. >> Uh, will this be live? Like for example, if region is captured in C4, will it be reflected here?

Um, could change it to to to load that data instead. Um, like right now it’s really uh really flexible. Like said, you can let me just show something interesting.

Let’s just uh let’s do all this out. email out and then go set faction to now we export this out and just call it and go back home and so I’ll load in this smaller thing [clears throat] and it’s super flexible. Um, let’s see.

haven’t tested this lately, so let’s see if it worked. Uh, shoot.

No, broke it.

Okay, let me delete browser history. Uh, and then didn’t test this live.

This is live demo stuff. Um, we do it live.

Yeah. Oh, I’m see I’m on the server. If were to were doing this locally, then that’s what happened.

That’s the problem. Let’s try this again. >> People are asking if they can watch you do this daily.

Have Denny cam [laughter] follow your vibe coding. >> Oh, it’s like it’s insane. got I’ll sometimes dual or triple wield like cursor uh editors like working on all these different things like made whole different tool this morning.

Um there’s full production tool that’s like immensely helped me out um while working on another side.

It’s crazy.

So let’s see if this works.

Okay, last last try.

Okay, still see something in the background. Didn’t crash.

Okay, there we go.

So, there’s the >> Let’s go. >> There’s the uh changes we made. And you could see the uh Oh, it didn’t clear the regions.

That’s okay. Um still little broken. If were to load into it naturally, the regions would have been cleared.

But anyway, uh you see how the map is is very different. And we can >> we can now >> uh we could we could make this live if we wanted to. It it would procedurally update um to whatever we make that source file.

Um >> yeah.

No, this is this is extremely cool. Uh and and one one last one last thing, the um that jitter is actually baked in that seed of the how the map is offset.

So it’s not just random every time.

So that way we can use it as source of truth for for 3D maps as well. >> Oh >> yeah. And there’s whole pinning system too.

Like if you if you like the place, you can pin it and then jump back to it anytime. You could share them as URLs. Um, so you know, if you guys like really cool planet, um, you could you could pin that, copy that, and then share that URL, and then it’ll take you right back to it.

Uh, take anyone directly to that spot. Um, you share the URL. Uh, let’s see.

The whole notification system.

So actually um again told you it’s like why would ask these things for someone and and instead of some other major feature right so like was messing around with this window system and like you can dock it over here you can move them into different uh different doc sections you can shrink it down um and and there’s just so many cool things and again afternoon for this entire system. Uh you could pull it off, make it through Windows again.

So it it feels like game. Like how would a gamer perceive all this stuff? Um and and does it make sense?

You know, and you can >> Man, this is super cool. Uh, imagine when we pull this live and you see your claim stake from C4 on the planet that you are, you know, that you have your operations. You see your ships flying around.

We see Galia coming to life.

It’s going to be extremely cool. >> Yeah, >> I really love this. Uh, >> yeah.

And it also was to kind of prove out how um how our data can be built by anybody now you know with all this outside tools enabling people um let them build with our programs and create your own front end and you know maybe you didn’t like some of the decisions made like someone saw someone saw this and they’re like actually like that better. [laughter] I’m like, okay, >> you know, the we can make quality setting that uh where it just looks like bunch of shapes instead of an actual uh space view, you know. >> So, yeah, it’s it’s just cool Yeah, just to prove out proof of concept of this kind of experiment to um see what’s possible.

>> No, this is extremely cool. The future looks bright. Uh yeah, Denny, thank you very much for taking your time.

know you’re super busy by coding the universe, one one prompt at time, but I’m sure the community enjoy being here with you, hearing your vision, your work. W’s in the chat or CPO, Danny, guys, let’s go. Doll, you see the chat?

It’s exploding. >> Well, yeah.

Thanks, guys.

Yeah, it was fun. >> And and please do come back, Danny. We love to have you here.

I’m sure community would appreciate to have you here many more times. >> Yep. You bet.

All right. >> Awesome. Awesome.

>> And hope you guys enjoyed it in the chat. It was fantastic, bro. >> Yeah.

Thanks everybody. We’ll see you all. Byebye.

>> Thank you everyone. >> We’ll see you tomorrow. >> Don’t miss tomorrow.

Be here. I’m serious. Don’t think about not being here tomorrow.

>> Yeah. >> Do whatever you take. Whatever it needs, tell your wife, your boss, your parrot, you need to be here.

>> Yeah. >> Thank you. >> Yeah.

Same time as Sabu today. >> Same time. >> Yep.

All right, thanks guys. And yeah, Mood FIC refill is coming. The team is over and see you tomorrow.

Thank you so much. See you. Byebye.

Yep.

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