Updates soon for the OMS!


Hey everyone! 

It's been quite some time since I handed this project in back in January. The entire time I've wanted to keep working on it, it's been there at the back of my mind with me wondering "What if I did x?" or "What if I actually fixed x?".

So, with the project passing 250 days since the last update I booted up Unity to start work on it again... and then Unity announced a new pricing structure and I lost motivation... But! It's back!

 So what does that mean for the project?

To put it plainly, the OMS will still be made in the Unity game engine. I'm both lucky enough and unlucky enough to where it won't affect me personally, but very much could in the long run. So to that extent, expect other projects in different engines from me! We're talking mainly Godot and Unreal (even though I struggle to fathom the idea of Unreal).

What's up next for the OMS?

That's the thing, I'm not too sure yet! I need to re-evaluate the statement of intent I originally shipped with the simulator and see what's viable. Following that, I need to look at the code base and figure out what's staying, changing or going. So basically, I'm going to look at my old code and cry when  I see the rough work I did to get the project handed in on time. Those jerry-rigged things worked but some of them for sure weren't up to the standard I'd like.

Expect a code deep dive and some peer reviews sometime next week where I look at some of the codebase in greater detail and talk through my thought process on the key parts.


For now, watch this space! (and the Trello)

- mattordev

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