This entry covers everything merged since entry 001, and two projects that are new to the log: the flight lab, from its first commit, and the lab under the carrier deck. Each line is one fact: something shipped, changed, fixed or measured. Every number comes from the project's own test records, with the hardware it was measured on.
This studio works with AI agents (Claude). A human directs every change and signs off every release.
Flight lab
A real-time flight-physics lab in the browser. Each aircraft flies inside a glass flight cell or a wind tunnel, and every model is checked against published flight data.
- Active
- 29 Sep – 9 Oct
- Commits
- 414 on 11 days
The stutter at a missile hit, before and after the fix
- Shipped
The light helicopter flies on a physics core that steps 480 times a second: each main rotor blade on its own, a tail rotor, a turbine engine with its control unit, a drivetrain and skids. It is checked against 28 validation targets.
- Changed
Portable maths makes the physics bit-identical in every browser engine. A flight run in the browser equals the same run on the server, bit for bit.
- Measured
The helicopter's main loop now allocates about 2 bytes of memory per step, down from about 2,600.
- Measured
Physics costs 0.31 to 0.33 ms per frame in the browser, against a budget of 1.5 ms, in Chrome on an Apple M4.
- Shipped
The lab: keyboard, mouse and gamepad flight, cameras, live graphs and data export. Soft shadows, a rotor that blurs into a disc without strobing, downwash dust and heat shimmer.
- Measured
At 1920×1080 the 95th-percentile frame takes 11.4 ms on WebGPU and 14.0 to 14.4 ms on WebGL2. Paced at 60 Hz, 0 of 1,200 frames were missed.
- Shipped
14 helicopter scenarios, one per effect, from hover trim to ground cushion. In hover trim the model sits at 3.62° of roll and 1.13° of pitch, against targets of 3.4° ± 1° and 1.2° ± 1.5°.
- Fixed
The vortex ring scenario now enters the unstable band the way real flight tests did. The descent runs away by itself to 3,511 ft/min, and forward speed ends it.
- Fixed
A stutter at a missile hit on WebGL2: shaders were compiled mid-scene. The slowest 1% of frames went from 260 ms to 20.4 ms.
- Shipped
Start, land and shut-down buttons that run the real procedures, from engine light-off and run-up to a two-minute cool-down and the rotor brake.
- Shipped
The second aircraft, an attack jet, on the same physics core, with a new fixed-wing model and a wind tunnel balance stand.
- Measured
The jet's slow pitch swing (the phugoid) takes 37.8 s and matches its target. Its sustained turn (2.77 g against 3.28) does not yet, and is kept open, not tuned to fit.
- Shipped
Six jet scenarios: stall, engine out, wing and elevator damage and a gun burst. The stall scenario reads 108.88 knots against a target of 109.43 ± 3.
- Shipped
The third aircraft, a tiltrotor: tilting engines, two rotor wakes, flight controls that blend between helicopter and airplane modes, and a cruise scenario at 200 knots in the wind tunnel.
- Measured
The tiltrotor meets its one-engine hover weight (41,189 lb) and its Dutch roll targets. Its hover ceiling is too high and its speed at 20,000 ft too low: both are recorded as known misses.
- Changed
The full test run takes 50 min 19 s, down from 66 min 32 s, after the test suites were trimmed.
Theatre Sim
A war sandbox on 4 km of desert coast that runs by itself. Convoys cross the land, an AI attack jet hunts them, and a robotic carrier in the bay launches, lands and services the aircraft with no one on deck.
- Active
- 6 Oct – 9 Oct
- Commits
- 123 on 4 days
Frames over 8 ms, per 100,000 frames
- Shipped
The attack jet now flies from the carrier: a catapult launch and an arrested-wire landing. The carrier has two hulls, about 330 × 120 m: one launches while the other recovers.
- Measured
The new approach guidance caught the wire on 80 of 80 test approaches.
- Shipped
A hangar under the deck for four jets, with one elevator on each hull (12 s from deck to hangar) and robot tugs for every ground move.
- Changed
Low-poly terraced terrain: 13,778 triangles instead of 125,000.
- Shipped
Helicopters run the full service cycle: land on an elevator, go down, get serviced in a bay with rotors folded, and come back up. A cycle takes 118 to 145 s when nothing is in the way.
- Shipped
The lit look became the default: lit materials, a low warm afternoon sun at 28° and real shadows. The slowest 5% of frames run at 357 to 833 fps across 11 scenarios.
- Shipped
Two flight-board screens in the world, on the island and on the hangar wall, showing the carrier's queues live.
- Fixed
A stall from the flight boards: re-sending a whole 1 MB screen image took 5 to 11 ms. They now send only the rows that changed.
- Changed
A scripted gate now judges every speed test against a stored baseline of 27 test sweeps over three sessions, so stutter is counted, not guessed.
- Changed
A round of polish on the lit world: a sea that mirrors the sky with a sun glint, haze out to 4,200 m, contact shadows under jets, tugs and robots, and fire that lights the ground.
- Shipped
Two new graphics steps, opt-in for now: rotor-wash dust and roof debris under low helicopters, and a filmic finish with ambient occlusion and bloom. In the final check their slowest 5% of frames ran at 227 to 233 fps and 152 to 161 fps.
- Measured
A third step, new camera moves with depth of field, was built and held back: it made frames of about 85 ms at one camera cut.
- Measured
All 6,289 automated tests pass, up from 3,421 on 6 October. Frame rates measured at 1920×1200 on a Radeon 890M laptop GPU.
Carrier Sim
A concept for the coast carrier: an indoor aerodynamics lab under the hangar deck. Six aircraft wait in their own bays; a carrier under the floor takes each one to a wind-tunnel room for a flight test. Drawn as live line art.
- Active
- 9 Oct
- Commits
- 10 on 1 day
One full call-up cycle, in minutes
- Shipped
Six aircraft at true size in six bespoke bays: light helicopter, drone, tiltrotor, utility helicopter, attack jet and gunship.
- Shipped
The hall is 200 × 136 m and 32 m high. The test room is 64 × 64 m with fans on three walls. Its 44 m door clears the gunship by 1.8 m a side.
- Changed
A shuttle in a trench under 2 m floor slots now lifts each aircraft 1.5 m by its jack points. It replaced the first design, an arm on rails.
- Shipped
A crew of 25 runs the lab: 7 on the test deck, 12 in the bay teams, 3 on floor safety and 3 in maintenance. Tests check that no one stands within 1.5 m of a lifted aircraft, and that no one is ever in the test room.
- Shipped
Crew routines you can read: a brief where every station answers "ready", a debris walk ahead of the aircraft, a lockout tag with a 3-2-1 countdown before wind on, and a walk-around after each test.
- Changed
One lab clock runs everything: picking another aircraft no longer resets the scene. The one out goes home first. An auto camera cuts to where the work is.
Studio site
This website: the studio page, the dev log and the project pages.
- Active
- 6 Oct – 10 Oct
- Commits
- 13 on 3 days
- Shipped
Every project card on the home page was rebuilt with its own live scene and a chart drawn to scale, in one common frame that also works on a phone. The flight lab card shows its six aircraft on a rail.
- Shipped
Coast Safari: a guided tour of the coast war from dawn to night, in seven live scenes on one map, with radio logs.
- Shipped
A public security report, updated every morning: the attack attempts the site sees each day, what was tried and from which countries, with no addresses. It is linked from the footer of the home page.
- Changed
The privacy page now lists how long each kind of record is kept.
- Fixed
A home page card animation could crash on its first frame. It no longer does.