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<title>Coder Legion - Recent posts tagged unreal-engine</title>
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<title>Building Trucker Suite From Problems I Actually Faced on the Road</title>
<link>https://coderlegion.com/27691/building-trucker-suite-from-problems-i-actually-faced-on-the-road</link>
<description>&lt;p&gt;For more than eight years, commercial trucking was my day-to-day reality.&lt;/p&gt;
&lt;p&gt;Long hours. Appointment windows. Detention. Deadhead miles. Dispatch messages. Pay calculations. Hours-of-service limits. Trying to remember what time I arrived at a shipper while also keeping track of what a load was actually worth.&lt;/p&gt;
&lt;p&gt;One thing that always bothered me was how fragmented everything felt. Disjointed. Scattered. &lt;/p&gt;
&lt;p&gt;A driver might use one app for navigation, another for logs, notes on their phone for arrival times, a calculator for load value, screenshots for dispatch information, and maybe a spreadsheet or notepad to keep track of weekly pay. And alot of times, these things all reside in the drivers head, bouncing around uncertainly.&lt;/p&gt;
&lt;p&gt;None of those tools are necessarily bad on their own.&lt;/p&gt;
&lt;p&gt;The problem is that they often don't work together.&lt;/p&gt;
&lt;p&gt;That frustration eventually became the starting point for &lt;strong&gt;Trucker Suite&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Starting With a Problem I Already Knew&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;When I started working on Trucker Suite, I wasn't trying to invent some theoretical problem that might exist.&lt;/p&gt;
&lt;p&gt;I had already lived it.&lt;/p&gt;
&lt;p&gt;If I arrived at a receiver and had to wait several hours, I wanted an easy way to record when I arrived, when detention started, and what that detention might be worth.&lt;/p&gt;
&lt;p&gt;If dispatch sent me a load, I wanted to be able to look at the mileage and pay and quickly answer a simple question:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Is this load actually worth taking?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;And at the end of the week, I wanted to know what my dispatched miles and projected pay looked like without reconstructing everything from old messages.&lt;/p&gt;
&lt;p&gt;Those became some of the first systems inside Trucker Suite.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;DockClock&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;DockClock was one of the earliest features.&lt;/p&gt;
&lt;p&gt;Its purpose is simple: track time spent at a shipper or receiver and make detention easier to document.&lt;/p&gt;
&lt;p&gt;That sounds straightforward until you start building it.&lt;/p&gt;
&lt;p&gt;Suddenly you have to think about:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;arrival timestamps &lt;/li&gt;
&lt;li&gt;editable times &lt;/li&gt;
&lt;li&gt;detention start thresholds      &lt;/li&gt;
&lt;li&gt;elapsed-time calculations &lt;/li&gt;
&lt;li&gt;different stages of a stop &lt;/li&gt;
&lt;li&gt;user mistakes  &lt;/li&gt;
&lt;li&gt;saving the information between sessions &lt;/li&gt;
&lt;li&gt;updating the UI as the state changes&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Something as simple as &quot;track how long I've been here&quot; quickly becomes a state-management problem.&lt;/p&gt;
&lt;p&gt;That was one of the first lessons Trucker Suite taught me: the user only sees the timer.&lt;/p&gt;
&lt;p&gt;The developer has to think about everything that could make the timer wrong.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;LoadWorth&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;LoadWorth came from another question I asked constantly while driving:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What is this load really worth?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;A load can look good on paper until you factor in deadhead miles, total dispatched miles, rate, time, and other variables.&lt;/p&gt;
&lt;p&gt;So LoadWorth is designed to give drivers a faster way to evaluate the economics of an individual load.&lt;/p&gt;
&lt;p&gt;Again, the visible part is relatively simple.&lt;/p&gt;
&lt;p&gt;The harder part is making sure calculations remain consistent when values change, inputs are missing, or users go back and edit something later.&lt;/p&gt;
&lt;p&gt;I've spent a surprising amount of development time fixing situations where a single value changes and something elsewhere on the screen doesn't update correctly.&lt;/p&gt;
&lt;p&gt;Those bugs are annoying.&lt;/p&gt;
&lt;p&gt;They're also where a lot of the learning happens.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Pay Week&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Pay Week takes the idea beyond a single load.&lt;/p&gt;
&lt;p&gt;The goal is to give a driver a running picture of the week:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;dispatched mileage&lt;/li&gt;
&lt;li&gt;completed loads&lt;/li&gt;
&lt;li&gt;estimated earnings&lt;/li&gt;
&lt;li&gt;recent activity&lt;/li&gt;
&lt;li&gt;load history&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Eventually I want this to connect much more deeply with active trips and driver workflows.&lt;/p&gt;
&lt;p&gt;Instead of asking drivers to manually piece together everything they've done that week, the application should already understand enough of their recent activity to provide useful information.&lt;/p&gt;
&lt;p&gt;That's the direction I'm working toward.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Why Unreal Engine?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;One unusual part of Trucker Suite is that I'm building it in &lt;strong&gt;Unreal Engine 5.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Unreal obviously isn't the first thing most people think of when they hear &quot;driver productivity app.&quot;&lt;/p&gt;
&lt;p&gt;That's part of what made the project interesting to me.&lt;/p&gt;
&lt;p&gt;I've been studying game development and working extensively with Unreal Engine, Blueprint visual scripting, widgets, data tables, structs, enums, SaveGame systems, and event-driven logic.&lt;/p&gt;
&lt;p&gt;I wanted to see how far I could push those tools outside a traditional game.&lt;/p&gt;
&lt;p&gt;Quite far, apparently.&lt;/p&gt;
&lt;p&gt;Trucker Suite has forced me to work with persistent data, calculations, configurable profiles, dynamic interfaces, timestamps, state-driven workflows, filtering, input validation, and mobile packaging.&lt;/p&gt;
&lt;p&gt;Some of those systems would be perfectly at home in a game.&lt;/p&gt;
&lt;p&gt;Others definitely wouldn't.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Blueprint Spaghetti Problem&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Anyone who has spent enough time in Unreal Blueprints probably knows what eventually happens.&lt;/p&gt;
&lt;p&gt;You start with a clean little graph.&lt;/p&gt;
&lt;p&gt;Then you add one condition.&lt;/p&gt;
&lt;p&gt;Then another.&lt;/p&gt;
&lt;p&gt;Then a branch.&lt;/p&gt;
&lt;p&gt;Then a calculation.&lt;/p&gt;
&lt;p&gt;Then an update event.&lt;/p&gt;
&lt;p&gt;Then you zoom out and realize you've created something that looks like an electrical diagram designed by an octopus.&lt;/p&gt;
&lt;p&gt;I've been slowly cleaning that up as Trucker Suite grows.&lt;/p&gt;
&lt;p&gt;The project has made me much more conscious of separating responsibilities, using functions, keeping reusable logic together, and trying not to let one feature become a giant chain of interconnected nodes.&lt;/p&gt;
&lt;p&gt;I don't always succeed.&lt;/p&gt;
&lt;p&gt;But the graph usually looks better after the third rebuild.&lt;/p&gt;
&lt;p&gt;Usually.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Building for Drivers Instead of Guessing at Drivers&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The biggest advantage I have with Trucker Suite is that I don't have to guess what a long day in a truck looks like.&lt;/p&gt;
&lt;p&gt;I've lived it.&lt;/p&gt;
&lt;p&gt;I've sat at docks wondering whether detention was being calculated correctly.&lt;/p&gt;
&lt;p&gt;I've looked at loads with long deadheads and questioned whether the mileage made sense.&lt;/p&gt;
&lt;p&gt;I've dealt with dispatch schedules, HOS limits, appointment times, paperwork, and trying to keep track of everything while working a 12- or 14-hour day.&lt;/p&gt;
&lt;p&gt;That doesn't automatically mean every idea I have is correct.&lt;/p&gt;
&lt;p&gt;Real users still need to validate the product.&lt;/p&gt;
&lt;p&gt;Other drivers will have different workflows, different pay structures, and different priorities.&lt;/p&gt;
&lt;p&gt;That's why one of the next major stages for Trucker Suite is getting it into the hands of more working drivers and learning from what they actually do with it.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Where Trucker Suite Is Going&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The current application includes the foundations of DockClock, LoadWorth, Pay Week, history, driver settings, and persistent data.&lt;/p&gt;
&lt;p&gt;The longer-term roadmap goes further.&lt;/p&gt;
&lt;p&gt;I'm working toward systems such as:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;active trip and load management &lt;/li&gt;
&lt;li&gt;manual HOS tracking &lt;/li&gt;
&lt;li&gt;trip feasibility&lt;/li&gt;
&lt;li&gt;calculations &lt;/li&gt;
&lt;li&gt;trip history and archiving &lt;/li&gt;
&lt;li&gt;expanded driver profiles&lt;/li&gt;
&lt;li&gt;tighter integration between load information and weekly pay &lt;/li&gt;
&lt;li&gt;eventual fleet-facing functionality&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The goal isn't to build another giant system that forces drivers to adapt their entire workflow around it.&lt;/p&gt;
&lt;p&gt;I'd rather build something that fits naturally into what they already do.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What This Project Has Taught Me&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Trucker Suite started because I was frustrated with a problem.&lt;/p&gt;
&lt;p&gt;It has turned into one of the projects that has taught me the most about software development.&lt;/p&gt;
&lt;p&gt;Not because every part of it is technically revolutionary.&lt;/p&gt;
&lt;p&gt;Because every feature forces me to deal with real decisions.&lt;/p&gt;
&lt;p&gt;What happens if the user enters the wrong time?&lt;/p&gt;
&lt;p&gt;What happens if data is missing?&lt;/p&gt;
&lt;p&gt;What happens if the application closes?&lt;/p&gt;
&lt;p&gt;What happens if a calculation depends on another value that just changed?&lt;/p&gt;
&lt;p&gt;What happens when the interface looks fine on my development screen but terrible on a phone?&lt;/p&gt;
&lt;p&gt;Those questions are where the actual work lives.&lt;/p&gt;
&lt;p&gt;And every time I solve one of them, the application moves a little closer to becoming something I would have genuinely wanted sitting beside me in the truck.&lt;/p&gt;
&lt;p&gt;That's ultimately the standard I'm trying to build toward.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Trucker Suite is being developed through Vasken Interactive Studios LLC.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I'm continuing to build, test, break, fix, and refine it as I work toward a broader driver beta and eventual commercial release.&lt;/p&gt;
&lt;p&gt;If you're a developer who's ever built software around a problem you personally dealt with, I'd be interested to hear what changed once real users got their hands on it.&lt;/p&gt;
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<guid isPermaLink="true">https://coderlegion.com/27691/building-trucker-suite-from-problems-i-actually-faced-on-the-road</guid>
<pubDate>Sat, 19 Sep 2026 05:25:55 +0000</pubDate>
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