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Living World Design

David Lavoy edited this page Oct 16, 2026 · 2 revisions

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Design/readiness document. Planned capabilities and prior investigation findings are not evidence that a public service or game integration is deployed. Consult release evidence for runtime status.

Living-world preview and follow-on interfaces

Station background traffic

The server supplies nine background service actors: one shuttle, freight tender and patrol in each of the three test systems. Each has a stable ID, role, hull, position, velocity, heading and arriving/departing/holding phase. Routes repeat with a deterministic seven-minute schedule offset by actor/system. Smooth legs last three minutes and end in a thirty-second turn/hold. Hulls remain outside the station's front surface and away from the player berth.

These are explicitly background traffic, not invented connected players. They do not mine, consume inventories, trade, dock into hangars, earn credits or appear in online presence. The schedule creates visible local activity; it is not an economic agent simulation or a logistics system. Traffic positions are generated by the server from its timestamp, so two observers receive the same schedule. There is no persistent individual route state or collision avoidance. A future interactive traffic simulation would need authority, collision and ownership rules before these actors could affect players or assets.

Acceptance coverage checks stable unique identities, three actors per system, position continuity, bounded velocity, hull clearance and unchanged player/ledger/ asteroid state. Rendering acceptance must separately confirm visibility, labels, system filtering and frame pacing in the packaged application.

FTL relay fiction and actual authority

The intended fiction is a P.Industries relay connecting the pilot to the unknown universe of Arkline. The startup sequence is the pilot's passage through that relay into a persistent place to explore and build. It is not merely a story about station navigation data synchronizing between the three current test systems.

Today the visible relay sequence represents the existing TCP connection and saved pilot session. A successful session response and a snapshot containing that pilot are required before the introduction can complete. Animation does not establish an independent authority, certify an operator or turn a disconnected client into a connected one. The three preview systems still run inside one server and one saved world. “FTL relay” is fiction, not a claim about real networking technology.

The longer-term direction includes community-operated separate universes, with communities helping develop the engine, content and operating rules. A future relay interface could identify the selected universe, its operator and rules, and show the real connection state before entering it. Separate universes must not be presented as an already shared economy or as automatically interoperable worlds. Cross-universe identity, assets, travel and trust would need explicit designs.

That is a future direction. The source is public under AGPL-3.0-only. Community node registration, official node certification, uptime rewards, distributed authority/consensus and universe federation are not implemented. The existing independent verifier checks supplied economic history; it does not establish any of those network guarantees. Operator governance for these proposed capabilities remains separate from source publication. No future node or licensing proposal changes the current server's authority or the meaning of today's economic audit.

Future MIDI device controls

A configurable MIDI control surface could map knobs/faders to bounded thrust, rotation or camera axes and buttons to explicit actions such as brake, docking or module activation. Prefer a calibration/mapping screen with a live input monitor, axis dead zones, inversion and a clear device-disconnected state. Device identity and bindings should remain local preferences.

All inputs would use the existing command boundary and server validation. Focus loss, device loss and stuck controls need neutral input plus the existing server lease; reconnect must not replay stale movement or economic actions. Reserve one-shot destructive or costly actions for explicit presses, not continuous knob movement. This is a design proposal: no MIDI backend, device support matrix or hardware acceptance is claimed.

Future event-driven audio

Audio should communicate confirmed state: lock acquisition/completion/loss, module start/stop, completed extraction, low capacitor, warp phases and connection loss. Continuous engine and module loops can follow authoritative/interpolated speed or activity, with bounded volume and voice counts. Distinguish request acknowledgement from actual completion. Deduplicate one-shot sounds across repeated snapshots and reset their history on reconnect so old rewards do not replay.

Use separate controls for ambience, machinery and alerts; retain visual equivalents for accessibility and muted play. Inventory original/licensed sound sources and redistribution rights before packaging. This document proposes an event/audio mapping, not an implemented mixer or audio asset library.

Documentation home

Start here

Play and understand the client

Build and extend the engine

Operate and release

Evidence, history and policies

Ship design archive — all seven ships, concept history and proposed interiors. Onboard systems covers proposed power, RF/data, air, water and cooling.

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