{"id":6442,"date":"2025-12-18T06:29:09","date_gmt":"2025-12-18T14:29:09","guid":{"rendered":"https:\/\/universesandbox.com\/blog\/?p=6442"},"modified":"2025-12-18T12:12:00","modified_gmt":"2025-12-18T20:12:00","slug":"pale-blue-dots-preview-physics-simulation-overhaul","status":"publish","type":"post","link":"https:\/\/universesandbox.com\/blog\/2025\/12\/pale-blue-dots-preview-physics-simulation-overhaul\/","title":{"rendered":"Pale Blue DOTS Preview Now Available | Physics Simulation Overhaul"},"content":{"rendered":"\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Earth-100-Moons.gif\" alt=\"\" class=\"wp-image-6446\"\/><\/figure>\n\n\n\n<p>For the last four years, we\u2019ve been working on a major overhaul of Universe Sandbox to utilize the <a href=\"https:\/\/unity.com\/dots\">Data-Oriented Technology Stack (DOTS)<\/a> from Unity, the game engine we use to build Universe Sandbox, to<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Improve performance now and in the future.<\/li>\n\n\n\n<li>Add new physics simulation like visually deformed objects and atmospheric drag to simulate meteors.<\/li>\n\n\n\n<li>Make our game code easier to maintain and build on.<\/li>\n\n\n\n<li>Provide a foundation for big features in the future like building and flying spacecraft, and constructing megastructures like <a href=\"https:\/\/en.wikipedia.org\/wiki\/Dyson_sphere\" data-type=\"link\" data-id=\"https:\/\/en.wikipedia.org\/wiki\/Dyson_sphere\">Dyson spheres<\/a>.<\/li>\n<\/ul>\n\n\n\n<p>For this preview version we\u2019ve only overhauled our physics simulation architecture, but we also plan to convert surface simulation, temperature and composition simulation, graphics simulation, and more over to DOTS in the future.<br><br>This physics update, like our <a href=\"https:\/\/universesandbox.com\/blog\/2024\/11\/next-gen-graphics-update\/\">graphics overhaul<\/a> from March 2025, is part of <a href=\"https:\/\/universesandbox.com\/blog\/2025\/03\/universe-sandbox-2025-roadmap\/\">our plan<\/a> to rewrite Universe Sandbox piece by piece with cutting-edge systems so we can continue to improve it for years to come. It\u2019s like we\u2019re gradually replacing every part of a spaceship out from under you while you\u2019re actively piloting it.<br><br>You can learn more about all the additions and improvements that are part of this preview version in our <a href=\"https:\/\/universesandbox.com\/whatsnew-preview\">preview What\u2019s New<\/a>.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\"><strong><strong>Try the preview of Pale Blue DOTS | Update 36 right now!<\/strong><\/strong><\/h4>\n\n\n\n<p>Learn how to opt-in to this preview version on Steam, now available for testing and feedback on the <strong>!preview-version<\/strong> Steam beta branch.<br><a href=\"https:\/\/universesandbox.com\/support\/previewversion\">https:\/\/universesandbox.com\/support\/previewversion<\/a><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">How does this make Universe Sandbox better?<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">New Features<\/h3>\n\n\n\n<p>Most of this update is about rewriting current features, like gravity and Roche fragmentation, so you may not notice any immediate differences at first glance. But don\u2019t worry, we\u2019ve added a few new things to check out too.<\/p>\n\n\n\n<p>Simulate Meteors<br>Objects now burn up as they travel through planet atmospheres with our new drag force. Check it out in our new <strong>Meteor Shower from Earth\u2019s Surface<\/strong> simulation.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Shooting-Stars.gif\" alt=\"\" class=\"wp-image-6474\"\/><\/figure>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p>Improved Lasers!<br>Blast multiple objects at once with the updated laser! Objects will now block the beam from hitting hidden objects. Increase the force from radiation pressure to push planets and their rings.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Laser-Multiple-Planets-2.gif\" alt=\"\" class=\"wp-image-6467\"\/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Updated-Laser-Pushing-Rings.gif\" alt=\"\" class=\"wp-image-6476\"\/><\/figure>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p>Objects Stretching &amp; Squishing<br>The stretching and flattening of fast-rotating objects and extreme gravitational forces are now simulated. Until we release our planned collision shape update, surface simulation and collisions will continue to simulate all objects as spheres, even if they do not appear spherical.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Deformation.gif\" alt=\"\" class=\"wp-image-6449\"\/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Gravitational-Stretching.gif\" alt=\"\" class=\"wp-image-6451\"\/><\/figure>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p>Non-spherical Gravitational Fields<br>Similar to visually flattening objects, we\u2019re now fully simulating how an object&#8217;s gravitational field changes when it&#8217;s no longer a sphere by simulating its oblateness factor (also called <a href=\"https:\/\/en.wikipedia.org\/wiki\/Geopotential_model#Largest_terms\">J2<\/a>). Previously, these factors, used to simulate the orbits of sun-synchronous satellites, had to be manually entered.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Non-Spherical-Gravity.gif\" alt=\"\" class=\"wp-image-6452\"\/><\/figure>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p>Tidal Locking<br>Gravitational interactions that change an orbiting object\u2019s rotational period until the same side of one object always faces the other, as the Earth has done to the Moon, are now simulated. Visualize tidal locking by turning on Tidal Lag in the View panel to see the difference between the object\u2019s orbital and rotational periods.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Tidal-Locking.gif\" alt=\"\" class=\"wp-image-6453\"\/><\/figure>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p>Predicted Paths<br>See the path an object will follow as we project its motion into the future. Checking for collisions along the way, this path will turn from yellow to red, showing the amount of predicted overlap. Turn on predicted paths under<br><strong>View &gt; Overlays &gt; Predicted Paths<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Predicted-Paths-Not-Running.gif\" alt=\"\" class=\"wp-image-6469\"\/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"650\" height=\"366\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Predicted-Paths-Still-v3-650x366.png\" alt=\"\" class=\"wp-image-6470\" srcset=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Predicted-Paths-Still-v3-650x366.png 650w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Predicted-Paths-Still-v3-300x169.png 300w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Predicted-Paths-Still-v3-768x432.png 768w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Predicted-Paths-Still-v3.png 1280w\" sizes=\"auto, (max-width: 650px) 100vw, 650px\" \/><\/figure>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p>Lagrange Points<br>Mark the location of<a href=\"https:\/\/en.wikipedia.org\/wiki\/Lagrange_point\"> Lagrange points<\/a>, points where the gravitational forces between all objects in the system are equal, with the press of a button. You can also quickly place objects at a Lagrange point with the Place Object at Lagrange Point option.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Lagrange-Points.gif\" alt=\"\" class=\"wp-image-6471\"\/><\/figure>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p>There are many more features we\u2019re planning to build on top of this new framework including<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Future Plans<\/h3>\n\n\n\n<p>Gravity Simulation Optimizations<br>We\u2019re looking into an alternative method of gravity simulation, called <a href=\"https:\/\/en.wikipedia.org\/wiki\/Barnes%E2%80%93Hut_simulation\">Barnes-Hut simulation<\/a>, that can improve performance and allow more simulated objects, at the cost of slightly reduced accuracy. This will improve our ability to simulate rock fragments and dust clouds attracting and merging to form planets &amp; moons.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Gravity-Tree.gif\" alt=\"\" class=\"wp-image-6458\"\/><\/figure>\n\n\n\n<div style=\"height:20px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<p>Everyday Object Collisions<br>From dice to spacecraft, non-celestial objects will eventually collide according to their true shapes instead of simplified spheres, using rigid-body physics.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Maintenance &amp; Performance<\/h3>\n\n\n\n<p>The structure of Unity\u2019s Data-Oriented Technology Stack (DOTS) simplifies our code by breaking it into smaller parts while maintaining the complexity required to simulate the universe. This restructuring makes it easier to maintain, build on, and identify and address issues as we add new features.<\/p>\n\n\n\n<p>Moving as much of our simulation as possible to this new structure will let your computer perform calculations faster. Eventually, these performance improvements will allow us to simulate more objects, collisions, and fragments at once on desktop computers and mobile devices alike.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"650\" height=\"371\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Old-Material-Phases-code-650x371.png\" alt=\"\" class=\"wp-image-6456\" srcset=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Old-Material-Phases-code-650x371.png 650w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Old-Material-Phases-code-300x171.png 300w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Old-Material-Phases-code.png 723w\" sizes=\"auto, (max-width: 650px) 100vw, 650px\" \/><figcaption class=\"wp-element-caption\">The code we previously used to determine the phases of a material on an object in Universe Sandbox. It utilized references to other functions and determined output based on multiple \u201cif\u201d statements.<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"650\" height=\"161\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOTS-Material-Phases-code-650x161.png\" alt=\"\" class=\"wp-image-6457\" srcset=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOTS-Material-Phases-code-650x161.png 650w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOTS-Material-Phases-code-300x74.png 300w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOTS-Material-Phases-code-768x190.png 768w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOTS-Material-Phases-code.png 847w\" sizes=\"auto, (max-width: 650px) 100vw, 650px\" \/><figcaption class=\"wp-element-caption\">The new method for determining the phases of a material on an object in Universe Sandbox. This code is streamlined with half as many lines and is easier to maintain and follow with no \u201cif\u201d statements.<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">What is DOTS?<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Bombard-Moon.gif\" alt=\"\" class=\"wp-image-6461\"\/><\/figure>\n\n\n\n<p>DOTS (Data-Oriented Technology Stack) is essentially Unity\u2019s version of a data-oriented design for game development within the Unity game engine. Okay, so what\u2019s a data-oriented game design?<\/p>\n\n\n\n<p>A data-oriented design means focusing on operating directly on the data within the game. This optimizes the main thing a game does: take some input data, do something to it, and then output the transformed data.<\/p>\n\n\n\n<p>This might sound obvious, but it\u2019s different from traditional object-oriented game design, which is what Universe Sandbox previously used.<br><br>Object-oriented game design focuses on game objects, like Earth in Universe Sandbox. With an object-oriented approach, you take data from an object, like Earth, do something with it, like determine its position and velocity as it orbits the Sun in the next frame, and then apply the data to the object. Typically, this approach works on one object at a time and takes longer when there are more objects.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"650\" height=\"366\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/OOD-Transparent-650x366.png\" alt=\"\" class=\"wp-image-6483\" srcset=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/OOD-Transparent-650x366.png 650w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/OOD-Transparent-300x169.png 300w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/OOD-Transparent-768x432.png 768w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/OOD-Transparent-1536x864.png 1536w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/OOD-Transparent.png 2048w\" sizes=\"auto, (max-width: 650px) 100vw, 650px\" \/><\/figure>\n\n\n\n<p>In contrast, data-oriented design focuses on how we transform the data on each object. For example, we know that all objects in the Solar System have a position and velocity, and they\u2019re all influenced by gravity. Each object has different properties, but the math used to find each object&#8217;s position and velocity is the same.&nbsp;<\/p>\n\n\n\n<p>Since the math is the same, instead of computing the position and velocity of each object in the Solar System one at a time every frame, our data-oriented design lets us compute them all at once. Then we apply that transformed data back to each object whenever the data is requested. This design optimizes the data calculations and uses fewer computational resources.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"650\" height=\"366\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOD-Transparent-650x366.png\" alt=\"\" class=\"wp-image-6484\" srcset=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOD-Transparent-650x366.png 650w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOD-Transparent-300x169.png 300w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOD-Transparent-768x432.png 768w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOD-Transparent-1536x864.png 1536w, https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/DOD-Transparent.png 2048w\" sizes=\"auto, (max-width: 650px) 100vw, 650px\" \/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>How Does DOTS Work?<\/strong><\/h3>\n\n\n\n<p>DOTS is really made up of three pieces: the <a href=\"https:\/\/unity.com\/ecs\">Entity Component System<\/a>, the <a href=\"https:\/\/docs.unity3d.com\/Packages\/com.unity.burst@latest?subfolder=\/manual\/index.html\">Burst compiler<\/a>, and the <a href=\"https:\/\/docs.unity3d.com\/Manual\/JobSystem.html\">Job system<\/a>. The most important things to know are<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Unity\u2019s Entity Component System makes us strictly structure our code so that all of our data is laid out in a specific way in the computer memory.<\/li>\n\n\n\n<li>Because data is stored in a fixed layout in the computer memory, we don\u2019t waste any computing time finding it since we know where it all is.<\/li>\n\n\n\n<li>Unity\u2019s Burst compiler optimizes how our code accesses and processes data after we make a new version of Universe Sandbox, since we know where it is in memory, making our computations faster.<\/li>\n\n\n\n<li>With all our data laid out in a specific way, Unity\u2019s Job system determines which computations can run simultaneously, enabling us to perform more computations in less time.<\/li>\n<\/ul>\n\n\n\n<h4 class=\"wp-block-heading\">How is DOTS Different?<\/h4>\n\n\n\n<p>Previously, there was no specified layout for where data was stored in computer memory, so it took extra computation power to locate the data before we could use it for our computations. The Entity Component System forces us to structure our code in a specific way so that data is stored in a specific layout in computer memory. Rewriting our simulation code in this format took a lot of time and effort, but it not only allows us to improve computation performance but also makes our code more uniform, easier to maintain, fix, and build on.&nbsp;<\/p>\n\n\n\n<p>DOTS also makes it easier to run our simulation across all available CPU cores. Unity\u2019s Job system determines which computations can run simultaneously so we can perform the most computations in the least time without introducing errors in the simulation. And the Burst compiler enables these computations to be run in the most efficient way, leading to more performance gains.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Why Move to DOTS Now?<\/strong><\/h3>\n\n\n\n<p>In short, the technology is now ready and mature enough to use.<\/p>\n\n\n\n<p>Unity didn\u2019t start working on DOTS until 2019, 8 years after we started development on Universe Sandbox, so building Universe Sandbox with this technology wasn\u2019t even an option. Unity also didn\u2019t officially release the last pieces of the DOTS until June 2023 (though we\u2019d been looking into making this transition since 2021). With that last release, we were finally able to begin our restructuring of Universe Sandbox in earnest.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">What&#8217;s Next?<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"360\" src=\"https:\/\/universesandbox.com\/blog\/wp-content\/uploads\/2025\/12\/Roche-Fragmentation.gif\" alt=\"\" class=\"wp-image-6462\"\/><\/figure>\n\n\n\n<p>Our core physics simulation has now been migrated to the DOTS framework, including our gravity simulation, collision physics, and spin and Roche fragmentation. This transition really is a complete restructure of our entire physics simulation, and we\u2019re in the final stages of testing and bug fixes.<\/p>\n\n\n\n<p>And this is just the beginning. So far, we\u2019ve only moved our physics simulation to take advantage of all that DOTS has to offer. We\u2019re also planning to move our other simulation systems, including our surface simulation, material composition system, and graphics rendering, over to Unity\u2019s DOTS system. With each piece, Universe Sandbox will get more and more efficient so that you can simulate more with the same computational power.<\/p>\n\n\n\n<p>For now, we want to do a thorough job testing our physics simulation. After all, we simulate the universe, and it would be bad if we broke physics.<\/p>\n\n\n\n<p>And, like any new feature, there may be issues we haven&#8217;t yet found or fixed \u2013 and you can help!<\/p>\n\n\n\n<h4 class=\"wp-block-heading\"><strong><strong>Try the preview of Pale Blue DOTS | Update 36 right now!<\/strong><\/strong><\/h4>\n\n\n\n<p>Learn how to opt-in to this preview version on Steam, now available for testing and feedback on the <strong>!preview-version<\/strong> Steam beta branch.<br><a href=\"https:\/\/universesandbox.com\/support\/previewversion\">https:\/\/universesandbox.com\/support\/previewversion<\/a><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">And Beyond\u2026<\/h2>\n\n\n\n<p>Future updates will unify our collision simulation to allow for more realistic collisions of celestial objects like planets and everyday objects like pigeons, colliding according to their unique forms instead of as spheres, also called rigid-body physics.<br><br>This transition also lays the groundwork for us to eventually allow you to build and fly spacecraft, and construct megastructures like <a href=\"https:\/\/en.wikipedia.org\/wiki\/Dyson_sphere\">Dyson spheres<\/a>. We\u2019re excited for what\u2019s already here and for what this will let us bring to Universe Sandbox in the years to come!<br><br>Join our community discussions on our <a href=\"https:\/\/steamcommunity.com\/app\/230290\">Steam Forum<\/a> and our <a href=\"https:\/\/discord.gg\/us\">official Discord community<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Blast apart rings with lasers, deform moons as they become tidally locked, vaporize meteors, and more with our reconstructed physics simulation architecture!<\/p>\n","protected":false},"author":74,"featured_media":6481,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[3,21],"tags":[],"class_list":["post-6442","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-development","category-devlog"],"_links":{"self":[{"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/posts\/6442","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/users\/74"}],"replies":[{"embeddable":true,"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/comments?post=6442"}],"version-history":[{"count":14,"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/posts\/6442\/revisions"}],"predecessor-version":[{"id":6485,"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/posts\/6442\/revisions\/6485"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/media\/6481"}],"wp:attachment":[{"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/media?parent=6442"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/categories?post=6442"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/universesandbox.com\/blog\/wp-json\/wp\/v2\/tags?post=6442"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}