[Fri, 31 Jul 2026]
I spent much of this week on asteroid destruction. Fracture geometry is prepared ahead of the impact, with matching surfaces for the pieces that separate. There is also more control over where a hit breaks material away. The collision shapes and the rendered fragments come from the same geometry.
The follow-up work covered fragment separation, spin, projectile hits, and the transition from the original asteroid to its pieces. Small fragments have a brief period of protection after splitting so they do not immediately destroy one another.
I also added an audio authoring window. It brings the sound library, event bindings, mixer, and runtime diagnostics together. Changes can be previewed live, with separate save actions for the mix and sound catalog. Mute and solo are temporary controls.
[Sun, 2 Aug 2026]
There is now a replay recorder for simulation commands, backed by a saved starting state. That gives me a way to return to a particular collision or sequence of inputs without setting it up manually each time.
The rest of the work was around NPC docking and repair dispatch. Repair stations can have several jobs underway, but launch one fleet at a time. Requests blocked by missing workers or an obstructed work area now retain a reason that can be inspected.
The scene also has separate police and repair station blueprints, patrol ships, and the individual repair crew ships.