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Sure!

(1 edit)

Just send me an email, and once I’ve finished my current round of testing and simulation work, along with some additional mathematical validation to make sure the underlying theories and calculations work as intended, I should be able to send everything over by 1400 hours today, CDT. If you have any questions or encounter anything unusual during testing, just reply to the email with the executable attached and let me know what you find. If you like what I have so far, once the project is in a complete state, I can also provide the source code so you can replace or modify the placeholder assets currently in the system. My friend created the placeholder art using a program they developed that procedurally generates equirectangular planetary maps. From what I understand, it uses real planetary data sourced from NASA and other publicly available sources as parameters, while also supporting procedurally generated data for fictional planets. I haven’t actually seen their code, but based on their description, it sounds significantly more sophisticated than anything I’ve personally built.

Edit (8/12/2026 10:27):

I will need more time. My calculations were incorrect, and some of the work did not function as intended. I will need at least another 48 hours to properly review everything, correct the issues, and make sure the results are accurate.

(1 edit)

I was able to make a pretty significant improvement to the game’s resource usage. Before the optimization pass, the game was using a little over 1 GB of RAM during runtime, and after going through the code and making the optimizations, it is now using a little over 200 MB, depending on the quality preset being used. That’s roughly an 80% reduction in RAM usage. One of the bigger improvements came from removing unnecessary heap allocations in the UI system. I found 46 recurring immediate-mode button construction sites that were causing unnecessary allocations, so I converted UIButton from a reference type to a value type to reduce memory usage and garbage generation. I did all of the coding and optimization myself, and none of these changes were meant to change the simulation or add gameplay. This was strictly to make the game use its resources more efficiently.