CSE_125_GROUP_02
System_Status Progressing
GitHub_Link

Week_10 // 2026.06.02

Group status report and individual member logs

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01_GROUP_WEEKLY_REPORT

Group_Status_Report

The final week is upon us! The team has been in a rush to finish as much as we can before the demo on Friday. Last week we did some playtesting on the demo machines and made a large list of issues that needed to be addressed. Most of this week will be spent fixing lots of little issues like those. Our artist is wrapping up the map, so this week we will set up the map, player model, and HUD in game. There graphics team is completing as much as they can before the end of the week.

Morale

Morale is high.

Concerns

There are no major concerns at the moment.

MoraleHigh

StressMed

Team StatusOK

Latest_Screenshots

Latest project screenshot. Latest project screenshot.

02_INDIVIDUAL_REPORTS

Joshua Castaneda

Graphics / Misc

Concrete_Goals

I focused on implementing antialiasing, normal textures, and roughness textures.

Accomplished

I accomplished all of these goals just fine.

Why_It_Changed

I feel like this week went relatively smoothly all things considered, both tasks were kind of similar things of just building on the things we already had by either implementing a new render pass or adding data to be used by the shaders.

Next_Week

We are all going to try to tackle as many little things as we can rather than implement whole new features. We have a list on discord.

What_I_Learned

Once again, cross compatibility is a pain. Ran into some issues with different build behaviors on different systems, but I got it resolved. When it comes to the stuff I implemented, the texture stuff all was also a bit of work to figure out even though I had all the "components" ready from previous features. The main pain points came from GPU buffers and cross compatibility because the parameters are different for the different SDL functions based on the platform.

Individual_Morale

Morale is good, looking forward to the presentation on Friday.

Cedric-James David

Gameplay / Network

Concrete_Goals

Add host configurable match settings, server persistence, pop ups when someone leaves and joins, UI update, fix bugs

Accomplished

All features minus UI updates, and fixed several bugs including: mouse not released post match, entities no longer frozen when running multiple rounds on the same server, and both the client and server disconnect the socket rather than waiting for timeouts (allowing for quick responses).

Why_It_Changed

While playtesting, a lot of bugs came up that needed to be fixed. I prioritized working on those rather than UI updates.

Next_Week

Wire in UI touches, fix any other gameplay bugs that occur. Maybe get the camera to point in the direction of the player that died.

What_I_Learned

A bit more understanding about how forking processes work along with releasing them. Also realizing issues would have been nice because I found some TODO comments that I completely forgot about (which is why the camera goal is there).

Individual_Morale

Good. Pretty excited to present soon.

Guthry Hahm

Graphics

Concrete_Goals

Get shadows working, get them performant enough to play, explore the limits of shadow resolution and number of shadow casters.

Accomplished

I was able to successfully implement shadows, thankfully. There are a few artifacts here and there mostly due to shadow bias configuration, and some seams in map geometry. I was able to render 64 completely dynamic moving lights per frame at a resolution of 1024 at around 200-300fps on a laptop rtx 4060(which is pretty similar to a 2070 super).(at least according to our fps counter is correct only most of the time for some reason. I can definitively say it's at least 165fps(my laptop monitor resolution) though). This was a surprise and means we can have muzzle flashes, particles and other things like tracers create shadows. Also I was able to significantly speed up shadow map drawing by implementing frustum culling, so that was cool.

Why_It_Changed

I think it mostly went as planned, but I was surprised to learn that at this point the biggest bottleneck in shadows is actually vram over draw call count. I was surprised by this, but it makes sense if you do the math.

Next_Week

Finish shadows bias configuration, get bloom working. It would be also to at least do AO or soft shadows maybe too.

What_I_Learned

Metal has a maximum texture size that you can allocate,(at least one significantly smaller than vulkan or dx12). This means that I can’t just allocate 2gb shadow map arrays and would have to split it up in allocatable chunks.

Individual_Morale

My morale is good. I think whatever I’m able to do by the end of this week I should be happy with what we produce.

Daniil Katulevskiy

Physics / CI

Concrete_Goals

A wishlist of features for the game.

Accomplished

Lots of bugs fixed, attempting animated reload and models, balance tweaks, updated some particle and vfx.

Why_It_Changed

Mostly as planned. Some priorities changes.

Next_Week

todo wishlist: add emotes add reload and handling anims, retarget onto our models retarget bones onto our new char smoother anims polishing

What_I_Learned

Should have reverse engineered apex legends before building assets pipeline.

Individual_Morale

Good.

Jolina Leong

Art / Modeling

Concrete_Goals

Finish detailing the map in preparation for texturing/rendering Finish the player model

Accomplished

Mocked up HUD based on notes from programming side of the project Added detailed geometry to most of the rooms in the map, will finish by tonight

Why_It_Changed

Was helping with tabling for an event both saturday and sunday this week, so was busier than expected but progress on remaining tasks is still fairly steady

Next_Week

Finish HUD svgs Render player model in substance 3D Finish detailing map and render in substance 3D

What_I_Learned

Nothing new this week

Individual_Morale

Morale is alright, a little tired because it's the end of the quarter but ready to see the game come together

Jacob Roner

Gameplay / Integration

Concrete_Goals

My main goal was to add health packs into the game, add direction to spawner points, add muzzel points to all the weapon models for particles, and redo the weapon animations.

Accomplished

Added healthpacks, healthpack spawners, grenade spawners, healthpack model, and grenade model. Fixed some gameplay bugs. Replaced the font (prob gonna replace again), made some changes to the UI.

Why_It_Changed

There was a lot of stuff that I was planning on doing that I did not get to.

Next_Week

Next week I want to update the HUD with the SVGs, update the finished map with spawners, update gun animations, and address as many issues or bugs as possible.

What_I_Learned

I learned that foresight is the most valuable thing when working on a project.

Individual_Morale

I am feeling pretty excited. The map model and lighting updates got me pumped.

Scott Semtner

Network

Concrete_Goals

Implement recoil, fix whatever else came up during the week which ended up being getting networking to work on the lab computers.

Accomplished

I was able to get the initial version of recoil implemented for the rifle, then I got the game working on the lab computers.

Why_It_Changed

It took forever to figure out what the issue with the lab computer networking was, turns out it was literally just ports, but 1 wrong port caused the firewall to block everything on the executable, not just that port.

Next_Week

Fix rocket projectile to be facing the direction it's launched, then work though the global todo list we have.

What_I_Learned

I learned how to copy-paste powershell command outputs into claude until it could find the firewall rules from some random registry output :)

Individual_Morale

I'm feeling pretty good, I have a conflict on Wednesday for the dry run though which isn't great.

03_SCREENSHOTS_ARCHIVE

Screenshot_01 // Health Pack

In game screenshot of healthpack.

Screenshot_02 // Settings Menu

Screenshot of lobby menu.

Screenshot_03 // Map

Screenshot of map.

Screenshot_04 // Point Light

Screenshot of point light in game.

Screenshot_05 // Lighting

Screenshot of lighting in game.

Screenshot_06 // Lighting Bug

Screenshot of lighting bug.
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