LUMINSim Documentation
LUMINSim Documentation
This is an ongoing page as I document LUMINSim's current systems. Feel free to add to it!
Getting Started
To learn how to get started with development yourself, visit the repository's README and follow the steps there.
Repository Structure
src/– C++ GDExtension code for terrain and registration. Likely to be deprecated. See Terrain System (C++).
demo/– Godot project containing levels, assets, and GDScript systems.export_presets.cfg– Information for Godot on how to export the project into platform-native forms. Created automatically by the Godot export menu.game_manager.gd– Handles the majority of the multiplayer logic, especially the sending of data between the clients and the server. See Networking and Multiplayer.demo/astra– Files pertaining to the drivable Astra robot. See Astra Robot.demo/astronaut– Files pertaining to the in-game, procedurally-animated astronaut character. See Astronaut Character.demo/bin– Files pertaining to the compiled GDExtension binaries. Likely to be deprecated. See Terrain System (C++).demo/components– Contains components or component-like scenes and related files. See Components.demo/environment– Files for the skybox (i.e., the stars in the sky).demo/excahauler– Files pertaining to the drivable Excahauler robot. See Excahauler Robot.demo/graphics– Contains many images for icons and textures, especially for the user interface. See User Interface.demo/landers– Contains directories for different (currently, static models of) lunar landers.demo/excahauler– Files pertaining to the drivable Excahauler robot. See Excahauler Robot.demo/levels– Contains the main playable (i.e., non-UI) scenes and related files. See Levels.demo/objects– Contains non-static (i.e., movable RigidBody3D) objects. See Objects.demo/static_objects– Contains static (i.e., unmovable StaticBody3D) objects and their related code. See Static Objects.demo/terrain– Scenes and files pertaining to the dynamic (i.e., mineable) terrain. See Terrain System (C++).demo/terrain_fixed– Scenes and files pertaining to the static (i.e., unchanging) terrain. See Terrain System (C++).demo/util– Scenes and files pertaining to UI. See User Interface.
Terrain System (C++)
C++ based GDExtensions are likely to be replaced with a more developer-friendly system, likely one that downloads terrain from a separate server that handles all terrain logic.
Static Terrain
TerrainStatic256 loads heightmaps, creates render and collision geometry
Dynamic Terrain
TerrainSim simulates excavation, landslides, and merging dirtballs back into the heightmap
Terrain Tools
Scripts such as dirt_spawner.gd and dirtball.gd spawn and merge mobile particles with the dynamic terrain
Robot Systems
Astra Robot
astra_3d.gd handles driving, energy usage, and tool attachments for the primary rover
Arm and Hopper
Separate nodes for the arm and hopper implement joint movement and excavation logic
Astronaut Character
astronaut_character_3d.gd provides walking and camera control for a player avatar
Excavation Tools
Attachments such as the bucket, forks, and saw blade extend ToolAttachment for various tasks
Excahauler Robot
WIP
Objects
WIP
Static Objects
Charge stations, solar panels, tool spawners, and other environment pieces provide energy or spawn tools
Networking and Multiplayer
GameManager.gd manages synchronized player/object data and signals for network updates
multiplayer_menu.gd lets players host or join games, start sessions, and handle disconnects
User Interface
WIP
Cameras and Controls
movable_camera_3d.gd and freecam.gd implement user-controlled cameras, both first- and third‑person
The user interface (ui.gd, joystick.gd, keybinds_menu.gd) provides HUD elements, customizable input bindings, and optional on-screen controls for mobile users
Levels
Scenes in demo/levels/ (e.g., main3D.tscn with script main3D.gd) instantiate players, objects, and the terrain simulator, driving the overall game loop
Additional Utilities
Miscellaneous scripts such as fps_counter.gd and multiplayer_menu.gd assist with debugging and session management
Building the Extension
The SConstruct file compiles all .cpp sources into a shared library used by the Godot projec