Concrete_Goals
Map load fix, better trimesh collision, movement tuning, abilities tuning to movement, match system improvements.
Accomplished
Fixed map loading fully, now trimesh is first-class primitive, got much more advanced collisions primitives and algorithms, now player collider is a capsule, triangle edges are auto welded where possible, and this goes extremely well together with movement adjustments, now can continuously wallrun from wall to wall without detatching at all, including around inside and outside corners. Movement systems now properly adapt actions based on colliders, not just rely on collision and depenetration system to fix it afterwards. Added abilities with Jacob, match system now includes ability selection in-match and preset of abilities to use for that match. Jacob registered on steamworks portal. Added dash and recall abilities. Abilities are now earned in-match. Started on global server list and UDP holepunching support for easy hosting from home without portforwarding. Fixed issues that Guthry had with the rendering api that Game exposed, now everything is smooth and graphics team was able to render enemies with animations, all on GPU with SSBO and instanced rendering.
Why_It_Changed
yes, better than expected. i can enjoy the movement again, since all the bugs with it are fixed, especially the new smooth collisions, stairs handling, wallrun mechanics.
Next_Week
todo wishlist
local broadcast
global broadcast
graphics feature complete state
graphics enhancements
gameplay loop improvements
start adjusting the map to movement, add obstactles and start on textures and decor
steam coming out soon page complete for 2 week cooldown
HUD final redesign
UI menus backend and design
add emotes
improve animations to match real movement more closely
add hands to guns with point attachment and IK
IK for legs on ground to match running speed to covered distance
predictive animation states, curved animations, more than simple blending
try to do reload anims
rework SFX to support more complex modes of operation, things like step aligned sounds, sounds from other players actions, positioned in space, maybe echo and reflections, rtx sound?
make cool shaders for guns, nades, smoke, beams, blood, players, tracers, projectiles
add chat and voice chat with spatial playing and doppler effect. If we complete some portion of this list this week, would be great.
What_I_Learned
We're pretty tight on time.
And had very interesting AI use experience.
So I remember the initial discussion of how LLM use influences development. And I had an argument that AI is only a force multiplier. And I could feel it when dealing with trimesh collisions, where it was literally unplayable on first iteration. The primary reason was that I skipped research and just asked Claude to implement trimesh collisions, not what I normally do. But after skimming through papers on trimesh collisions and postmortems of modern physics engines like Havok, I got much more insight, and I could really quickly get production-grade collision and physics against our trimesh map, all because of right steering, architecture choices, and instructions. So preparation and initial research is 90% of work when dealing with LLMs, and 10% is control over execution and code review.
Individual_Morale
Good, but a bit tired, a lot of work outside of class. Same as last week.