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Engine C++ / OpenGL
Physics State Gravity + thrust + collision operational
Current Milestone J2 perturbation implementation
Release Target Q4 2026

Physics first. Interface second.

Most simulation products begin with a workflow and fit the physics underneath it. KNOWN is being built in the reverse order. The engine is the product foundation, and every interface has to respect what the engine can verify.

That keeps the communication simple: if a system is not implemented and validated, it is not presented as finished.

One mechanics layer drives every environment.

The core engine is written in C++ and rendered in OpenGL. It models bodies, frames, propagation, and validation as shared infrastructure. Research controls, scenario pacing, and cinematic presentation sit above that layer.

KNOWN engine output showing a launch trajectory and simulation view
Current engine output from the active development build.
01

Gravity - Operational

Point-mass N-body gravity is operational.

Bodies carry mass, position, and velocity. The engine propagates N-body gravitational attraction with configurable gravity sources and softening radii.

02

Collision - Operational

Displacement-aware surface collision is complete.

Sphere-sphere and sphere-static collisions are implemented with CPU displacement map sampling matched to GPU terrain rendering.

03

Thrust - Operational

Propulsion with mass depletion is operational.

The engine models commanded thrust with throttle control, specific impulse, propellant mass consumption, and variable mass dynamics.

04

Perturbation - Not started

J2 is the next validation milestone.

Earth oblateness perturbation is planned as the primary accuracy improvement for low Earth orbit propagation fidelity.

05

Drag - Not started

Atmospheric drag follows J2 validation.

Altitude-dependent atmospheric drag is sequenced after J2 so orbital decay can be validated against documented LEO behavior.

Accuracy is not a visual impression.

A trajectory can look plausible and still be wrong. KNOWN treats accuracy as a measured result: define the comparison, run the propagation, measure divergence, then correct the model before moving forward.

01

Select a documented satellite and public TLE.

02

Propagate the same orbit inside the KNOWN engine.

03

Compare position history across a defined time span.

04

Correct the physics before the milestone advances.

System Status Method Reference
Point-mass gravity Operational Unit tests + Keplerian orbit Analytical two-body solution
Sphere collision Operational Unit tests with restitution Internal test cases
Displacement collision Operational CPU-GPU matched sampling Renderer terrain convention
Propulsion system Operational Mass depletion + Isp model Tsiolkovsky equation
J2 perturbation Not started TLE comparison planned LEO reference satellites
Atmospheric drag Not started Decay rate comparison planned Historical LEO datasets
Third-body gravity Planned Multi-body ephemeris JPL Horizons data

Current public data references: Space-Track, CelesTrak, and JPL Horizons.

The same engine appears three ways.

KNOWN separates audience experience from physics fidelity. Research users need control. Learners need mission pressure. Public users need a legible experience. None of those require a different mechanics engine.

01

Research Tool

A professional interface for orbit propagation, scenario setup, validation runs, and exportable analysis.

02

Arcade Mode

Mission challenges that keep the real orbital mechanics intact while changing the pace and interaction model.

03

Cinematic Missions

Guided mission experiences that make transfer timing, time of flight, and delta-V demands directly visible.

Current build state.

This table is the public operating view of the programme. It is meant to show what exists, what is in progress, and what is still waiting behind the validation sequence.

Last updated: May 10, 2026. Reviewed monthly.

Component Status Notes
Physics engine - gravity Operational Point-mass N-body gravity with arbitrary sources
Physics engine - collision Operational Sphere-sphere and displacement-aware surface collision
Physics engine - thrust Operational Propulsion with mass depletion, throttle, and Isp
Displacement terrain Operational CPU-GPU matched heightmap collision for surface alignment
N-body reference frame Operational Entity-based simulation with arbitrary gravity sources
Scenario builder Operational SI-to-sim-unit conversion with declarative definitions
Unit test harness Operational Automated C++ tests for core physics validation
3D renderer - PBR Operational Physically-based lighting with texture support
3D renderer - HDR + bloom Operational HDR pipeline with ACES tonemapping
3D renderer - shadows Operational Directional shadow mapping with displacement
3D renderer - displacement Operational GPU vertex displacement for terrain detail
Synthetic star catalog Operational Procedural background stars with distance culling
Spacecraft controls Operational Keyboard throttle, attitude, and engine control
Camera system Operational Chase, cockpit, and orbit modes with transitions
Desktop Windows Operational Active development and testing platform
Desktop macOS Not tested OpenGL code should be portable, not yet verified
Desktop Linux Target post-v1.0 Planned after initial institutional release
Physics engine - J2 Not started Earth oblateness perturbation - next milestone
Physics engine - drag Not started Atmospheric drag planned after J2 validation
TLE import Not started Required for MVP credibility demonstration
NASA-STD-7009B compliance In progress Requirements extracted, compliance matrix partial
Research tool UI Not started Deferred until core validation complete

Institutional access opens first.

Early access is for research institutions, university programmes, space agencies, and technical organisations that can help test the platform against real analysis needs.

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