J.MASERIN / SPOODSGITHUB ↗

CALLSIGN · SPOODS  //  STATUS · PRE-FLIGHT

Joshua
Maserin

I build software that has to agree with reality — a space-sim engine checked against JPL ephemerides, rockets whose apogee I predict before they fly, and the systems an auction house runs its day on.

SCROLL TO BEGIN ASCENT 

WAYPOINT 01 · SEA LEVEL · 0 M

The day job keeps the lights on — and ships

I'm the solo engineer for an auction house: the entire stack is mine, database to browser. AI-assisted cataloging turned a ten-minute lot entry into about five seconds. Voice dictation gets a full sale cataloged in days instead of weeks. Bulk photo tooling cut a three-hour job to ten minutes. It's in production, used by real staff every day — that's the bar the rest of this page is held to.

CATALOG ENTRY
10 MIN → ~5 SEC
PHOTO PIPELINE
3-4 H → 10 MIN
THROUGHPUT
200+ LOTS / DAY
TEAM
SOLO, FULL STACK

WAYPOINT 02 · ASCENT · 300 M → 100 KM

Aerospace, learned by flying it

A multi-year self-study with hard rules: every flight gets a prediction before and a post-mortem after. Every project closes with a teach-back — derive the equations from a blank page or it isn't done. "Built but didn't fly" doesn't count.

Active now: P1 — predict an Estes rocket's apogee, fly it, grade every term. The Python sim has grown from ballistic, to quadratic drag with Cd sensitivity studies, to real motor thrust curves. Barrowman stability is next; the launch pad is after that.

  1. P1Estes rocket + flight sim
  2. P2High-altitude balloon
  3. P3NAR L1 certification
  4. P5GNC quadcopter
  5. P6Own-design fixed-wing
  6. P7Desktop wind tunnel
  7. P8RX-7 aero program
  8. P11Thrust-vector-control rocket
  9. P14Propulsive landing

WAYPOINT 03 · INTERPLANETARY · 1 AU

Interstellar
Engine

A hyperrealistic space-sim engine in C++20 and Vulkan 1.3 — KSP's approachability with Orbiter's accuracy. Pre-alpha, and honest about it: a year of foundations before any gameplay.

Positions live on a 1 mm integer grid so precision never collapses at solar-system scale. Physics runs symplectic integrators — Wisdom-Holman, now nested hierarchically — so the Moon doesn't drift at time-warp. And trajectories are validated against JPL HORIZONS data, never against the sim's own output.

"If my Moon isn't where NASA says, the code isn't done."

TESTS GREEN
0/484
COORD GRID
1 MM · INT64
VALIDATION
JPL HORIZONS
RENDERER
VULKAN 1.3

Read the engineering deep-dive →

WAYPOINT 04 · DEEP SPACE · 4.2 LY

Setare

The game the engine exists for. What KSP would be if the physics were real — an educational tool disguised as the best space game I can make.

One simulation; correctness is never a difficulty setting — depth is opt-in per subsystem. Career mode is the startup-founder path: a garage space agency growing into an interplanetary corporation against AI rivals. And when your rocket explodes, your chibi astronaut makes the funniest face you've ever seen.

Read about the game →