Orbital Decay Read updates ↗
EARTH
ORBITAL ILLUSTRATION
SPACE COMBAT GAME / IN DEVELOPMENT

Orbital Decay

A space combat game where you design the ship you fly. Engines, power, cooling, and sensors are simulated individually, alongside the ship's orbit.

DEVELOPED BY RENAN KLEHMABOUT THE GAME ↓EARTH / ILLUSTRATION
DEVELOPMENT IN PROGRESS

The clips below are diagrams from the floating origin devlog.

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About the game

I'm Renan Klehm, the developer of Orbital Decay. I'm building it in Unity, with a custom simulation for orbital motion and ship systems. This site is where I'll post development updates and explain how those systems work.

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01

Ship design

Build a ship from individual components and connect its power and fluid networks. The layout carries through to the ship's geometry in flight.

02

Orbits and maneuvers

Choose a destination orbit or a ship to intercept. The mission planner calculates the required burns and lets you compare departure time, travel time, and propellant cost.

03

Sensors

A passive sensor can detect a ship's direction before there's enough information to estimate its orbit. Heat from the hull and engine affects infrared detection, while using radar creates a signal other ships can pick up.

04

Power and cooling

Equipment draws from the power grid and adds heat to coolant loops. Radiators remove that heat, and their temperature affects how much they can reject.

DEVLOG

Floating origin

The simulation needs to handle distances across the solar system while the renderer draws small details on a ship. This devlog explains how we keep enough numerical precision for both.

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DIAGRAM FROM THE FLOATING ORIGIN DEVLOG
DEVLOGS & NEWS

Devlogs and news

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IMAGES AND VIDEOS

Images and videos

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Simulation and rendering coordinates

A diagram showing the separate coordinate systems used by the simulation and the camera.

Floating point precision

How the gap between representable numbers grows with distance, comparing 32 bit and 64 bit floats.

Rendering distant objects

How we project distant objects into a finite region around the camera.