- Galaxy shrunk to 200 systems (data/galaxy.json) — always fully known,
generation ~15 ms; roster/content two-level design unchanged.
- Object composition replaces planetCount (data/systems.json → objectCount):
10% barren (jump-gate-only), else 2/3/4/5 objects (planets + free-space
stations) at 15/30/30/15. One unified roll (rollSystemComposition) shared
by the content generator and the frame pass.
- Barren systems: no planets, no stations, no asteroid clusters; their
single gate sits on the star→destination ray at barrenDistance (8192 px).
Strong connectivity keeps them reachable.
- Jump gates are DORMANT by default: every gate record carries
active:false, the entity renders dim with a still field. Activation is
the seam for the tether mechanic (an activated gate anchors a level-1
tether). data/gates.json gains barrenDistance.
- Frame diversity (js/galaxy/PlanetFrames.js): one galaxy-wide pass spreads
(class, frame) across the galaxy — fixed spatial order, least-used face
among already-assigned nearest stars, seeded tie-breaks. Stamps
planet.frame + content.homeFrame, read by GameScene.
- Tests: dev/frames.test.mjs added; jumps/galaxy/discovery/jumpgate/asteroids
suites updated to the new rules (composition buckets, barren gates,
active flags, frame determinism/spread, 5-object max, index clamps).
- Docs (README, PROJECT_NOTES) and stale 40k references updated.
- Introduce data/gates.json + js/galaxy/JumpNetwork.js: a strongly-connected, degree-limited spanning tree over the nearest-star graph (plus local shortcuts) so every system holds 1–3 gates, all jumps are local, and no system is closed or trapped
- Place each gate on the tether circle of an anchor (planet / space station / home world), facing its destination star; enforce radius band, clearance from anchors, and gap between gates in SystemGenerator.layoutGates
- Add the JumpGate entity (procedural twin-pylon portal) with the same solid contract as Planet/Station, discoverable in cyan, listed in the HUD dossier; wire into GameScene solids + discovery
- Guarantee every system holds at least one gate anchor (barren systems get a deep-space station); cap the home system at 3 objects so it fits the tighter band
- Rework solar-system layout to a full pairwise band [minSpacing, maxSpacing] with rotation tuned toward gate bearings; update tests and docs accordingly
The galaxy was settled long before the player arrives. Systems now
host colonies on habitable worlds, mining stations over resource
worlds, cloud bases riding gas giants, stations adrift in open
space, and beacons — or report "charted · unclaimed" when empty.
- data/settlements.json: the shared kind vocabulary (label, theme,
population range, anchor type); add a kind = JSON + naming pool.
- Per-archetype rates in data/systems.json (chance + required
planet class) and a core→rim density gradient in data/galaxy.json
(falloff/floor), keyed off each record's new rNorm.
- Draws stay in a stable order on the system's own Rng stream, so
lazy and eager generation still produce identical content.
- Every settlement keeps owner: null, a reserved seam for the
factions/pirates that will claim them later.
- NameGenerator.station() names from anchor + kind ("Kest Skyspire").
- SystemReport.js is a pure, testable formatter (dossier lines,
"charted · unclaimed" for empty); GameScene's HUD renders it and
Node tests cover structure, mix, gradient, naming, lazy === eager.
- Main menu Galaxy Seed panel: displayed, editable, rerollable; the menu
previews what the seed builds (galaxy name, scale, archetypes) before
committing. Same seed always generates the same galaxy.
- js/galaxy/Galaxy.js: seeded roster of 40k systems (disk + core + spiral
arms, type weights, radial bands) with spatial hash for neighbor queries;
contents generated lazily on arrival — identical to eager generateAll()
because each system draws from Rng.derive(seed, 'system', id).
- js/galaxy/SystemGenerator.js + data/systems.json: six themed archetypes
whose attributes (star classes, planet count spread, class weights,
moons, belts, habitability, hazard) steer content generation.
- data/galaxy.json layout/distribution knobs, incl. distribution.rules[]
hook for future proximity/clustering rules; data/naming.json name pools.
- GameScene: current system name/identity HUD (lazy content generation
on arrival); dev boot without a menu falls back to a dev galaxy.
- dev/galaxy.test.mjs: determinism, distribution, bands, lazy==eager,
neighbor brute-force checks (40k roster in ~70ms).
- Docs: world model, determinism rules, roadmap update.