So, I started working on something. I've decided the park my "large planet rendering" code for a while, seeing the amount of bugs I was having with it. Maybe I'll revisit it later, maybe I'll do something else.
Anyhow. EmptyEpsilon2, what it will have for 100% sure is full 3D motion. So I started working on the helms controls.
Right now I have manual and CPU controlled motion. The CPU controlled motion is simply a planned action that your ship will execute. While manual controls are direct buttons for rotation/trust. The direct actions are also hooked to keyboard keys right now.
It's all very prototype state. And the CPU based rotation action took me a full evening to get working. The UI is fully defined by data files, so no longer messing with lots of code to change a bit of UI. This means that station screens will be fully customizable at some point.
Ironing out bugs in the GUI system from SeriousProton2 and the 3D collision/physics engine hooks, is another time sync. Most likely fill find a ton of bugs in the multiplayer code as well, as that is never tested.
The fusion engine UI is just a placeholder, not linked to any code. Just UI elements that do nothing.
3D models are from https://www.kenney.nl/assets/space-kit
and I consider placeholders at the moment.