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Dev Log: The Contract Exchange – Why Everything in Colonies – From Mining to War to Diplomacy – is Just a Contract

In most strategy games, you manage your empire with queues and build orders. In most simulations, agents act based on schedules or scripts. In Colonies: Genesis of E.D.E.N., you do something different: You write contracts. Every action—whether it’s launching a satellite, delivering food, researching a cure, or sending a drone strike—is expressed through the Contract…

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Dev Log: Why Colonies Isn’t KSP – But Plays in the Same Orbit

Emergence Over Engineering: The Systems Thinking Behind Colonies If you’ve ever launched a rocket in Kerbal Space Program, you’ve felt it—the thrill of orbital insertion, the silence of space, the raw calculation of delta-v. So when people see Colonies: Genesis of E.D.E.N., they sometimes say: “Oh cool, this is like KSP but with AI factions…

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Dev Log: Why Colonies Isn’t Civ — and Why That’s a Good Thing

How We’re Simulating a Whole Planet—Down to the Wind, the Fire, and the Forgotten Campfires “Wait, isn’t this just Civilization… but way bigger?” We get that question a lot. And on the surface, it makes sense: there are tiles, facilities, agents, factions, even diplomacy. But under the hood, Colonies: Genesis of E.D.E.N. is operating on…

Not Just an Assistant — A Collaborative Runtime

🔍 Realization: It’s Not Just How I Code — It’s How I Work Something clicked for me recently. I’ve been building Colonies: Genesis of E.D.E.N. for over a year now — a simulation of planetary evolution, orbital mechanics, and civilization emergence. What began as an ambitious systems game has grown into a modular, layered engine. And…

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Dev Log: Rethinking CelestialBody Hierarchies and Orbital Architecture

Date: May 27, 2025 Over the weekend and into today, I took a hard look at how celestial objects and orbital relationships are structured in the simulation. What began as a cleanup effort turned into a broader reconsideration of how CelestialBody, StarSystem, and related components like Barycenter, AsteroidField, and LagrangePoint are organized. The original design…

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Dev Log: Declarative, Data-Bound UIBuilder System Online

Date: May 26, 2025 Tags: #ui #framework #nextsteps Something major clicked into place this week — and it happened fast. What began as a push to build a clean Orbit Editor UI quickly evolved into the birth of a fully modular, declarative, and data-bound UI system for Colonies: Genesis of E.D.E.N.. It wasn’t just a…

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Dev Log – Reflection: From Blueprint to Breath – The Simulation Loop Is Alive

May 21, 2025 Every great simulation starts with diagrams, definitions, and deferred promises. For Colonies: Genesis of E.D.E.N., the last few months have been exactly that: an evolving tapestry of interfaces, system boundaries, ticking contracts, and data flows. This week, it all coalesced. The simulation loop is alive. From Parts to Pulse For weeks—months—we’ve been…

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Dev Log – Milestone: Timekeeper of Worlds – Unified Simulation Time and Ticking Live

May 20, 2025 Time is the invisible current that moves every system forward—and as of this week, time itself is live. With the integration of the TimeManager and TickManager, Colonies: Genesis of E.D.E.N. has taken a fundamental leap. This isn’t just a feature—this is the simulation’s heartbeat. For the first time, all planetary systems now…

Dev Log – Milestone: Emergent Planetary Weather System Online

May 20, 2025 After weeks of system integration and underlying simulation work, the planetary weather system has officially come to life. For the first time, we’re seeing dynamic, emergent weather behavior driven by solar energy—and it’s working. The illumination system is actively heating the planet’s surface based on sun angle, which in turn drives evaporation….