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A server clock and the foundations of the ship interface

As usual, before New Year I'm helping my wife with other projects. We have to eat! But our project has also made important progress. I won't go into all the little things; I'll tell you about the important ones.

On the server, I've built a clock that sets the state of both server and client. It has an interface and connections to clients and server microservices, an adjustable speed, and the ability to save its state to and restore it from the database.

This is an extremely important element on which many calculations will depend, especially the positions of planets, ships, and other objects in space. It's also an important part of the server architecture that will save enormous amounts of traffic and server resources.

I've built the basic ship interface, an icon, surrounding data, and the little test ship itself.

Next, I plan to add a list of everything the player owns, with access to those objects. For now, this will be on the star-system map only. We'll make the planetary map later. At present it doesn't matter exactly where on a planet a spaceport or settlement sits. What matters is which planet or object it's on, and whether it's on the surface or in orbit.

And, of course, I'll make the little ship fly, gradually fleshing out its modules, systems, and so on. These elements were already partly implemented, so this should go quickly.

I'll also finish adding objects to nearby star systems. The basic structure already works; I just need to enter the numbers.

Oh, and something I haven't done: add the starting corridors for jumps. There's nothing especially difficult about that; it just needs doing.

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