Dev log.
What I'm building, what broke, and what I figured out along the way.
Reentry Burns
I've made reentry burns look way better. Reentry burns now take in all the details of your reentry, generate meshes and apply shaders to create a beautiful fiery streaky reentry burn…
Read the entryFrom the workshop
Showing 1–5 of 29 entries
2026
- 29
Reentry Burns
I've made reentry burns look way better. Reentry burns now take in all the details of your reentry, generate meshes and apply shaders to create a beautiful fiery streaky reentry burn…
- 28
Structure Work
Player built structures. This was a ton of work. Just getting enemy agents to manuever around them was hard. Getting structures to combine, break apart, and rejoin was another challenge.
2025
- 27
Enemy Behaviors
Up until now enemies ran on a simple state machine. Wander around, find a target, attack. I wanted to give them more to work with.
- 26
World Generation
World generation has had an overhaul. I wanted to improve tooling and workflow to let the developer design worlds rather than merely resorting to a procedural approach.
- 25
NPC Navigation - A* Pathfinding
Navigating creatures around Starlab's complex 2D platformer worlds posed significant design and technical challenges. My initial rough draft for enemies used simple local sensors to move…
The Starlab Alpha Playtest is live on Steam
Play now on PC & Linux!
Navigate a seamless 2D solar system with physics-driven vehicles. Fight the alien hive with plasma pistols, machine guns, flamethrowers and more.
Still building. More to come.
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