u/DavesGames123

searching for developer of Deep Space Remnant, awesome guy just streamed Stella Nova and DSR back to back on Twitch!

searching for developer of Deep Space Remnant, awesome guy just streamed Stella Nova and DSR back to back on Twitch!

hey everyone!!

i'm dave, and I'm the solo developer of Stella Nova, a space colony simulator written from scratch in Rust! i had an awesome milestone happen this morning, this very cool French streamer (ideOo83) played Stella Nova on their stream for the first time EVER!! The whole interface is in French, and I'm working right now on translating the rest of the interface to other languages (French priority number one) so if you're reading this ideOo83, you're the reason French is getting priority 😄

i'm now in search of the developer of Deep Space Remnant (https://store.steampowered.com/app/4526350/Deep\_Space\_Remnant/)! I went looking for their handle on discord and couldn't find much! So I'm hoping you guys might be able to put us in touch. It looks like an awesome game and a lot of care was clearly put into it, i'd love to meet the dev behind it.

thanks so much to the community, especially u/sidius-king!

www.davesgames.io
https://store.steampowered.com/app/4474070/Stella_Nova/

- dave 😄

ALL HAIL SIDIUS

twitch.tv
u/DavesGames123 — 14 hours ago
▲ 290 r/spaceflight+8 crossposts

how laplacian resonances balance the gravitational forces in a stable solar system

u/DavesGames123 — 5 days ago
▲ 703 r/StrategyGames+4 crossposts

built an n-body gravity simulator entirely in Rust, then added a colony simulator into it!

I'm Dave :) I've been here a couple times before, showcasing my passion project Stella Nova, built in pure Rust using wgpu for rendering. It's a colony management simulator set in a procedurally generated solar system where every object follows real N-body gravitational physics. The custom engine (WarpCore) handles thousands of entities stably at once and ships under 500MB on disk!

Current functional demo systems:

Real Hohmann transfer planning for interplanetary travel
Modular station construction
Citizen AI with state machine behavior (think RimWorld, Dwarf Fortress)
Time dilation control, play with the laws of relativity- Secret programming menu (please ask)

The playable demo just went live: www.davesgames.io

Happy to answer any architecture or other questions about the project!!

u/DavesGames123 — 4 days ago

intuitively learn the laws of gravity, time dilation, and programming in my free simulator :)

I'm Dave :) I've been here a couple times before, showcasing my passion project Stella Nova, built in pure Rust using wgpu for rendering. It's a colony management simulator set in a procedurally generated solar system where every object follows real N-body gravitational physics. The custom engine (WarpCore) handles thousands of entities stably at once and ships under 500MB!

Current functional demo systems:

Real Hohmann transfer planning for interplanetary travel
Modular station construction
Citizen AI with state machine behavior (think RimWorld, Dwarf Fortress)
Time dilation control, play with the laws of relativity- Secret programming menu (please ask)

The playable demo just went live on Steam: https://store.steampowered.com/app/4703440/Stella_Nova_Demo/

Happy to answer any architecture or other questions about the project!!

u/DavesGames123 — 5 days ago
▲ 68 r/learnrust+1 crossposts

Free demo live! I built a stable solar system generator & space colony sim from scratch in Rust with wgpu, N-body gravity, thousands of objects. I wanted to learn rust, and this was my method.

I'm Dave :) I've been here a couple times before, showcasing my passion project Stella Nova, built in pure Rust using wgpu for rendering. It's a colony management simulator set in a procedurally generated solar system where every object follows real N-body gravitational physics. The custom engine (WarpCore) handles thousands of entities stably at once and ships under 500MB on disk!

Current functional demo systems:

Real Hohmann transfer planning for interplanetary travel
Modular station construction
Citizen AI with state machine behavior (think RimWorld, Dwarf Fortress)
Time dilation control, play with the laws of relativity
Secret programming menu (please ask)

The playable demo just went live on Steam: https://store.steampowered.com/app/4703440/Stella_Nova_Demo/

Happy to answer any architecture or other questions about the project!!

u/DavesGames123 — 5 days ago
▲ 140 r/rust_gamedev+2 crossposts

Free demo live! I built a stable solar system generator & space colony sim from scratch in Rust with wgpu, N-body gravity, thousands of objects at 60fps.

I'm Dave :) I've been here a couple times before, showcasing my passion project Stella Nova, built in pure Rust using wgpu for rendering. It's a colony management simulator set in a procedurally generated solar system where every object follows real N-body gravitational physics. The custom engine (WarpCore) handles thousands of entities stably at once and ships under 500MB on disk!

Current functional demo systems:

Real Hohmann transfer planning for interplanetary travel
Modular station construction
Citizen AI with state machine behavior (think RimWorld, Dwarf Fortress)
Time dilation control, play with the laws of relativity- Secret programming menu (please ask)

The playable demo just went live on Steam: https://store.steampowered.com/app/4703440/Stella_Nova_Demo/

Happy to answer any architecture or other questions about the project!!

u/DavesGames123 — 5 days ago
▲ 326 r/chemistry

i wanted to build this visualization tool for myself to get a better understanding of the 3d structure of the electron cloud... then I just added pieces to it! I loved seeing how the probability charge current is inequal everywhere, and how maxwell's equations are derived. I found it especially interesting how different electronic configurations naturally create different electrostatic fields!

anyway please enjoy!

u/DavesGames123 — 13 days ago

hey guys, this is a little web sim i built to help you learn how in-game hohmann transfers actually work! +the live compute and physics happening under the hood.

i think it looks pretty

u/DavesGames123 — 14 days ago

this is my quantum object visualizer! this shows how the statistical distribution of the schrodinger equation creates electromagnetic fields. hope you enjoy it 😄 totally interactive too!

www.davesgames.io > atomic orbital!

u/DavesGames123 — 14 days ago
▲ 311 r/cosmology+2 crossposts

I was always a bit frustrated to get an intuition for the shape of a black hole. The thing always looked just so random against inky blackness so I built a realtime web simulator that would show me how the geometry would project if space was differently displayed. I thought it ended up looking pretty cool!

u/DavesGames123 — 14 days ago
▲ 797 r/webgl+5 crossposts

This is a web-based live black hole rendering simulator I've worked on for a while now. I'm excited to share it with you!

I always wanted an intuitioin for how black holes operated visually, aggressively warping the fabric of spacetime to reproject photons, but I only ever saw them rendered against a starfield. I wanted a simulation where I could see better how the actual geometry deformed as a result, so I built my own from scratch!

Hope you like it!

dave :)

u/DavesGames123 — 13 days ago

dear community (see tldr below), 

ever since I was five years old, i've known what I wanted to do was design and build. 

It started simple. I connected really well with LEGO, those magnetic sticks and balls, tinkertoys, lincoln logs, anything centered around building. My sister and I once even built a small restaurant on an old moon tile from one of my dad's hand-me-down moon mission sets growing up. We'd spend hours making up stories about the individual little lego people and building new structures for our moon restaurant. We got really into it, whole backstories, rivalries, relationships and more. It was our own intricate little world. 

At the same time, around 8-9, I was introduced by my Grandfather at a children's museum to the art of Origami, which threw my brain into OVERDRIVE. I didn't know it at the time, but it was quietly and intuitively introducing me to the concepts of algorithmic thinking, 3D design, and mathematical transformations. It led me down a rabbithole of what would eventually become a deep passion for visualization and interactive experiences. When I was 15, I began working as an unpaid "intern" at an architecture firm in my hometown. I was given an old dusty computer with a beefy gpu for the time, and my employer Chris had bought an Oculus Rift DevKit2 on an impulse. My directive was: here's a Revit model, can you do anything with this?? So I got down to work, designing VR Architectural tours for clients in my hometown. Around then, I also loved playing games like Kerbal Space Program, The Powder Toy, RimWorld, and Skyrim, which only served to drive me deeper into this passion for design and intuitive learning. RimWorld grabbed me like nothing else though. That moon restaurant could finally come to life on my own little computer! When I was 18, I decided to go to Trinity College in Dublin for my undergraduate in Computer Science, which lead me a much richer relationship with data. I learned the basics of Python over a deal - a series of sessions with a friend of mine in the on-campus bar. One pint for one lesson! So I learned Python a fiver at a time. 

In college, I worked at Bethesda Games for a summer (testing Wolfenstein and Fallout 76), then started an internship with Apple during the pandemic. I continued to work on the Apple camera and photos team for about three years, which drove me into so many new types of learning. Software engineering, GPU programming, Product Management, Physics, Optics, you name it. At Apple, one of my coworkers and I began having weekly socratic sessions to teach each other math and physics. I was absolutely addicted to learning something new every day, and gravity, physics, and time dilation grabbed me like RimWorld grabbed me once.

FOR ALL YOU TLDR'ers fast forward to today:

I started working on my passion project Stella Nova in pursuit of a game which would allow you to manipulate time and space according to real physics, much how Interstellar, The Martian, or PHM's storytelling is so powerful because of how grounded it is in science. I created a colony simulator in my procedurally generated little solar system, because that's the game I wanted to play. Moon restaurants for everyone!

I'm so excited to share its Steam Page with you today. To my sister, Lily, my coworker, you know who you are ;), my Grandpa, Denver (rest in peace), thank you for helping me learn. Now, it's my job to give you a beautiful game and help you keep learning as intuitively as I have. 

https://store.steampowered.com/app/4474070/Stella_Nova/
www.davesgames.io

thank you so much for your support. 

please wishlist if you can, every little bit helps at this point. 

mod team, you guys rock. 

dave :)

u/DavesGames123 — 19 days ago
▲ 254 r/GraphicsProgramming+4 crossposts

dear community (see tldr below), 

ever since I was five years old, i've known what I wanted to do was design and build. 

It started simple. I connected really well with LEGO, those magnetic sticks and balls, tinkertoys, lincoln logs, anything centered around building. My sister and I once even built a small restaurant on an old moon tile from one of my dad's hand-me-down moon mission sets growing up. We'd spend hours making up stories about the individual little lego people and building new structures for our moon restaurant. We got really into it, whole backstories, rivalries, relationships and more. It was our own intricate little world. 

At the same time, around 8-9, I was introduced by my Grandfather at a children's museum to the art of Origami, which threw my brain into OVERDRIVE. I didn't know it at the time, but it was quietly and intuitively introducing me to the concepts of algorithmic thinking, 3D design, and mathematical transformations. It led me down a rabbithole of what would eventually become a deep passion for visualization and interactive experiences. When I was 15, I began working as an unpaid "intern" at an architecture firm in my hometown. I was given an old dusty computer with a beefy gpu for the time, and my employer Chris had bought an Oculus Rift DevKit2 on an impulse. My directive was: here's a Revit model, can you do anything with this?? So I got down to work, designing VR Architectural tours for clients in my hometown. Around then, I also loved playing games like Kerbal Space Program, The Powder Toy, RimWorld, and Skyrim, which only served to drive me deeper into this passion for design and intuitive learning. RimWorld grabbed me like nothing else though. That moon restaurant could finally come to life on my own little computer! When I was 18, I decided to go to Trinity College in Dublin for my undergraduate in Computer Science, which lead me a much richer relationship with data. I learned the basics of Python over a deal - a series of sessions with a friend of mine in the on-campus bar. One pint for one lesson! So I learned Python a fiver at a time. 

In college, I worked at Bethesda Games for a summer (testing Wolfenstein and Fallout 76), then started an internship with Apple during the pandemic. I continued to work on the Apple camera and photos team for about three years, which drove me into so many new types of learning. Software engineering, GPU programming, Product Management, Physics, Optics, you name it. At Apple, one of my coworkers and I began having weekly socratic sessions to teach each other math and physics. I was absolutely addicted to learning something new every day, and gravity, physics, and time dilation grabbed me like RimWorld grabbed me once.

FOR ALL YOU TLDR'ers fast forward to today:

I started working on my passion project Stella Nova in pursuit of a game which would allow you to manipulate time and space according to real physics, much how Interstellar, The Martian, or PHM's storytelling is so powerful because of how grounded it is in science. I created a colony simulator in my procedurally generated little solar system, because that's the game I wanted to play. Moon restaurants for everyone!

I'm so excited to share its Steam Page with you today. To my sister, Lily, my coworker, you know who you are ;), my Grandpa, Denver (rest in peace), thank you for helping me learn. Now, it's my job to give you a beautiful game and help you keep learning as intuitively as I have. 

https://store.steampowered.com/app/4474070/Stella_Nova/
www.davesgames.io

thank you so much for your support. I'm planning on having a demo really soon, I can't wait to share it with you all!

please wishlist if you can, every little bit helps at this point. 

mod team, you guys rock. 

dave :)

u/DavesGames123 — 18 days ago