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title: This Space Game's Diegetic HUD Takes Inspiration From NGE
description: An indie developer (ninetailedoctopus) shares how they built a diegetic HUD for a space game in Godot 4.7, inspired by the AAA Wunder from Neon Genesis...
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og:description: An indie developer (ninetailedoctopus) shares how they built a diegetic HUD for a space game in Godot 4.7, inspired by the AAA Wunder from Neon Genesis...
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# This Space Game's Diegetic HUD Takes Inspiration From NGE

**[80 LEVEL](https://daily.dev/sources/80lv)** · 4 min read · 4 upvotes · 1 comments

## Summary

An indie developer (ninetailedoctopus) shares how they built a diegetic HUD for a space game in Godot 4.7, inspired by the AAA Wunder from Neon Genesis Evangelion's Rebuild films. Rather than using a 3D model, they procedurally generate the HUD using GDScript global tool functions that draw polylines, chevrons, and arcs onto an AR sphere parented to the ship, baking the result into an ArrayMesh. The post covers the math-driven approach to compass rings and pitch ladders, how armor health is visualized with hex prisms, and how HDR glow effects are achieved via emission settings and Godot's Glow environment. The developer also previously shared volumetric cloud work using a modified Sunshine Clouds 2 plugin.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/neon-genesis-evangelion-inspired-diegetic-hud-for-space-game>

## Questions this post answers

### How do you create a diegetic HUD for a spaceship in Godot without using a 3D model?

Build an AR sphere parented to the ship, then write GDScript global tool functions that draw polylines (lines, chevrons, arcs) as vertices and indices for an ArrayMesh. Functions like repeat_arc or repeat_line transform and repeat these shapes, then baked scenes are rotated along the ship's axes, with TopLevel enabled or manual unrotation used to keep certain elements fixed in place.

_daily.dev surfaces indie dev breakdowns like this for developers building custom in-game UI systems._

### How do you make glowing lines and effects in Godot using HDR?

Enable HDR, which is on by default under Forward+, then for vertex-based elements set the color intensity above 1.0 in the color picker, or import textures as HDR. Alternatively use a shader and boost emission in the fragment shader, or use a standard material with emission set directly or via an emission map, then add an Environment node with Glow enabled and tune the levels.

_Godot developers chasing convincing glow effects can find similar shader walkthroughs through daily.dev._

### What real-world reference did the Evangelion Wunder combat bridge AR use as inspiration?

The lore describes the combat bridge AR as developed from the F-35's all-aspect sensor fusion technology, shared by bridge crew seated inside an armored, holographic-tank capsule. Non-augmented crew see it as screens on the capsule walls, while augmented crew perceive both the screens and a hologram floating in the space between them.

_daily.dev helps game developers researching sci-fi HUD references trace design inspiration back to its source._

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#ui-ux](https://daily.dev/tags/ui-ux), [#godot](https://daily.dev/tags/godot)

[View this post on daily.dev](https://daily.dev/posts/this-space-game-s-diegetic-hud-takes-inspiration-from-nge-l0xxvwtce)

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