You are browsing as a guest. Sign up (or log in) to start making projects!

Launch Your Own Rocket Simulator

  • 16 Devlogs
  • 19 Total hours

Browser based 3D space engineering and simulation game that allows players to design, customize, and build their own rockets. The project features an interactive user interface, player profiles, and a space-themed environment focused on creativity, engineering concepts, and exploration. The game is designed to run entirely in the browser using modern web technologies and aims to provide an engaging experience for users interested in space and rocket design.

Ship #1 Changes requested

I built a browser based 3D rocket construction and space flight simulator using React and ThreeJS. Players can assemble custom rocket stages in a detailed hangar, select paint colors, and walk around planetary launch outposts to pilot their vehicles. The most challenging parts were synchronizing the overlay menu states with the WebGL canvas loop, creating custom Web Audio API synthesizers for procedural weather sounds, and designing the character collision system. I am proud of the polished user experience, the dynamic storm animations, and the telemetry systems. To test the project, click the screen to capture the mouse to look around, walk using WASD, jump with Space, and press E to board the rocket or use elevators.

  • 16 devlogs
  • 19h
Try project → See source code →
Open comments for this post

1h 0m 12s logged

I have successfully finished coding, refining, and polishing the Space Rocket Builder Simulator! The project features a fully modular 3D rocket hangar constructor, interactive walking/exploration modes around launch towers, and dynamically simulated planetary environments (each with bespoke weather particle simulations, lighting, and ambient Web Audio synthesizer soundscapes).The codebase has been fully optimized, verified to build cleanly, and all changes including the bug fixes to the planet carousels, UI navigation button placements, layout adjustments, and progress panels have been pushed to the main repository. It is ready for deployment!

0

Loading discussion…

0
4
Open comments for this post

37m 11s logged

Implement save/load functionality for custom rocket configurations in the hangar. Users can now save their rocket builds with custom names and restore them later. The last used build is automatically restored on startup. Includes a debug script for hangar screenshot testing.

0

Loading discussion…

0
2
Open comments for this post

1h 6m 28s logged

Replaced static grid planet selection with an interactive carousel featuring left/right navigation and dynamic 3D planet rendering. The menu now displays a detailed planet information panel (gravity, atmosphere, visibility) and unlock requirements. The 3D scene generates planet-specific models with animations instead of a static Earth. Optimized vegetation geometry reuse and updated test scripts for the new selectors.

0

Loading discussion…

0
4
Open comments for this post

27m 19s logged

Implement a comprehensive solar system progression framework enabling players to unlock and travel to different planets. Includes:

  • PlanetManager to coordinate planet-specific environments, lighting, and dynamic effects
  • Nine planet environment modules (Earth, Mercury, Venus, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto) with unique visual characteristics
  • ProgressionSystem for tracking unlocked planets, launches, and missions
  • TravelSystem for coordinating launch destinations and planet unlocking
  • DestinationSelector modal UI for selecting target planets before launch
  • LeftProgressPanel showing solar system progress, active planet, and unlock status
  • Updated MainMenu to display solar system grid instead of simple navigation
  • Planets unlock when player successfully launches to them
  • Each planet has distinct environments: lighting, fog, vegetation/terrain, atmospheric effects
0

Loading discussion…

0
1
Open comments for this post

31m 8s logged

Multi-Rocket Launch Complex: Added three identical rockets arranged realistically around the launchpad, maintaining consistent takeoff animations and launch pad platforms.Cinematic Camera Improvements:Implemented smooth mouse-wheel zooming during the flight sequence.Added camera bounds constraints to ensure the camera never clips below the grey launchpad platforms.Rendered clear instructions on-screen in red text: “Mouse Wheel: Zoom In/Out During Launch”.Integrated Pre-Launch Screen: Updated the pre-launch scene and hangar environments to show all three rockets in their formation.2. Performance Engineering & Optimization (Target: 120 FPS)Particle Recycling Pool: Implemented a global recycling pool for engine flares, smoke, and sparks to eliminate frame-rate stutters caused by CPU/GPU memory allocations.Resolved WebGL Resource Leaks: Ensured proper disposal of geometries and materials on scene transitions/cleanup, preventing WebGL context losses.Render Pipeline Tuning: Set depthWrite: false on smoke/fire transparent materials to bypass depth buffer sorting bottleneck, and integrated dynamic frustum/distance culling to skip rendering objects far behind the camera.React Rendering Optimization: Memoized all primary UI screen components (MainMenu, HangarScreen, PilotLog, ProfileScreen) using React.memo to eliminate cascading re-renders from telemetry updates.3. Real-Time Diagnostics & TestingPerformance HUD Overlay: Built a real-time developer diagnostics panel showing FPS, frame render times, draw calls, triangle counts, active particles, and active WebGL geometries/textures.Automated Integration Testing: Successfully verified the changes with production builds and playwright headless-WebGL simulation scripts (node scripts/_probe-launch.mjs), confirming all telemetry flows, camera cycles, and abort-to-result sequences pass with zero runtime errors.

0

Loading discussion…

0
3
Open comments for this post

1h 50m 40s logged

Static Radio Chatter: Plays random filter-modulated ground control clicks and static radio chatter during the fueling and countdown phases.Rattle Frequency Modulation: Adds high-frequency frequency modulation to the lowpass thruster noise to simulate structural rattle at ignition.Physical Distance Attenuation: Implemented a physical inverse-square law for the engine roar. Sound volume fades realistically as the rocket climbs away from the camera.

0

Loading discussion…

0
2
Open comments for this post

3h 35m 48s logged

Walk up the stairs of the launch gantry tower to verify that the stairs are completely unblocked by columns and the player can reach the top platform.
Verify that the frame rate is smooth and there is no movement lag.
Stop once you have verified these visual and interactive updates.
Restructure project into core/systems/config/rocket/buildings, updating imports accordingly. Add procedural building modules (dome, facility, gantry, mc) and a new buildings/world.js that composes and merges decorative meshes for far fewer draw calls. Move many subsystems (renderer, physics, sound, particles, loaders, save) into src/systems and core gameplay into src/core. Character behavior adjusted (ladder interaction removed, enter/exit rocket helpers, start position moved to facility). Expose physics.addBoxCollider and update UI imports to new module paths.

0

Loading discussion…

0
2
Open comments for this post

40m 2s logged

Upstream provider NIM returned HTTP 429.
Category: rate_limit_error
Mapped message: Provider rate limit reached. Please retry shortly.

Upstream error: {“status”:429,“title”:“Too Many Requests”}

Request ID: req_935261a0c57e

Using claude to fix the ramdon rendering in my project but NVDA keys are limited to 40 :(

0

Loading discussion…

0
3
Open comments for this post

1h 31m 13s logged

Large v0.2 feature update:

  • Add procedural asset/build pipeline and generated blobs (public/models, public/sounds) plus build scripts (scripts/build-models.mjs, build-sounds.mjs) and package.json build task.
  • Central loaders + preload (src/loaders.js) with audio/model fallbacks; service worker for offline (public/sw.js).
  • Missions, scoring and unlock system (src/missions.js, src/unlocks.js), persist mission history (src/save.js).
  • Touch controls + joystick, HUD improvements, console flash, crosshair, result sharing UI, ErrorBoundary.
  • Audio rework to prefer predecoded buffers with synth fallback, renderer/rocket/load integration and misc fixes.

Still need to fix the button / UI glitch

0

Loading discussion…

0
2
Open comments for this post

40m 27s logged

Introduce interactive rocket consoles and launch readiness checks: consoles are part of interior geometry, can be activated by the character, and the UI shows console progress and launch readiness. Gate launches until all consoles are online. Add reset-progress action and save.clearProgress.

Stability and polish: implement a fixed timestep loop, make physics ignore marked shell boxes when inside rocket, add options to physics.addStatic, fix particle opacity/lifetime accounting, improve renderer disposal and named imports for three.js, enhance launch altitude/staging logic, and add hangar templates/stage configuration. Miscellaneous small UI and character improvements (console activation, deck naming, interaction handling).

0

Loading discussion…

0
3
Open comments for this post

1h 45m 38s logged

I have been developing a browser based 3D space game called Space.gi where players can design and build their own rockets. The project currently includes the foundation of the user interface, player profiles, and the initial game environment. At this stage, I am still actively improving performance, as some parts of the UI are running slower than expected. I am also continuing to work on the character movement system, which is not yet fully implemented or optimized. My current focus is on improving responsiveness, refining gameplay mechanics, and building out additional features to create a smoother and more interactive experience.

0

Loading discussion…

0
3

Followers

Loading…