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Ambience inspired by *Observation* and *Tacoma*.\n- **Management game** — you grow your agency mission by mission. XP and scaling come exclusively from loot brought back (resources, scientific data, artifacts). No grind, no microtransactions.\n- **Action flight-sim** — you pilot the rocket you just prepared. Launch sequence *à la* SpaceX livestream (ignition, max-Q, MECO, staging, fairing jettison), orbital piloting with burns and trajectory prediction, reentry with plasma ablation shader, propulsive or parachute landing. Orbital math inspired by *Kerbal Space Program* (patched conics, f64 throughout).\n\nThe gameplay loop chains four playable phases (no cutscenes): **Base (TPV walking) → Launch (multi-cam broadcast) → Orbital (piloting) → Reentry \u0026 Landing**.\n\n## Current status\n\nPre-production. The [Product Requirements Document](docs/PRD.md) is finalized and ready for implementation. **67 user stories organized into 12 phased releases**, estimated 30–40 calendar weeks of solo development.\n\n- ✅ Engine \u0026 stack decisions locked (UE 5.7+ C++, Chaos + custom Kepler rail dual-tier physics, Lumen HW RT, MegaLights, Nanite, MetaHumans, Mountea Dialogue, GenericGraph tech tree)\n- ✅ Architecture documented\n- ✅ Top 3 technical risks identified with mitigation strategies\n- ⏳ Phase 0 (project setup + first passing Kepler Automation test) — **next**\n\n## Tech stack\n\n| Layer | Choice |\n|---|---|\n| Engine | Unreal Engine 5.7+ (tested: 5.7.4) — always-latest policy |\n| Language | C++ (Blueprints for wiring only) |\n| Rendering | Lumen Hardware RT, Nanite, Volumetric Clouds |\n| Physics | Chaos rigid body (local) + custom Kepler f64 (long-range) with dual-tier switching |\n| Orbital math | Patched conics, Newton-Raphson, Leapfrog symplectic fallback |\n| VFX | Niagara GPU (exhaust, plasma, smoke) |\n| Audio | MetaSounds |\n| Characters | MetaHumans (crew) + native UE character (commander) |\n| Dialogue | [Mountea Dialogue System](https://github.com/Mountea-Framework/MounteaDialogueSystem) |\n| Tech tree | [GenericGraph](https://github.com/jinyuliao/GenericGraph) + custom UDataAsset |\n| Tests | UE Automation Framework (headless CLI) |\n| Distribution | Steam (Windows) — no web, no Mac/Linux in MVP |\n| VCS | Git + LFS |\n\n## Repository layout\n\n```\ndelta-v/\n├── docs/\n│   ├── PRD.md                  # Full Product Requirements Document\n│   └── prd-status.json         # Machine-readable story tracker\n├── README.md                   # You are here\n└── (UE5 project files land here on first Windows session — Source/, Content/, Config/, etc.)\n```\n\n## Why this exists\n\nDeveloped solo by [@ArthurDEV44](https://github.com/ArthurDEV44) — a web developer diving into UE5 C++ for the first time. Shipping-focused, parental constraints real, no deadline, quality over speed.\n\nThe project is **public** for transparency, portfolio visibility, and to share the devlog. Contributions are not currently accepted (solo-dev discipline), but feedback and discussion are welcome via Issues.\n\n## Inspirations\n\n*Kerbal Space Program* (simulation), *Observation* \u0026 *Tacoma* (immersive TPV), *Everspace 2* (juice \u0026 game feel), SpaceX livestreams (cinematic clean camera work). Visual direction: **clean PBR realism** — hero asset quality à la *Star Citizen* / *Arena Breakout Infinite* / *PUBG Black Budget*, not gritty photoréalisme.\n\n## License\n\nTBD. Codebase will be proprietary (Steam commercial release). Documentation in `docs/` is © Arthur Jean, all rights reserved until further notice.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Farthurdev44%2Fdelta-v","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Farthurdev44%2Fdelta-v","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Farthurdev44%2Fdelta-v/lists"}