My goals were to advance the game up to the point where basic in-game subtasks can be implemented. This means, from the last week's point of view, include collision and event triggers.
I was able to finish collision until it's pretty much finished, including displaying it for testing, making it able to rotate and fully follow the objects' scale. Because of this, I also worked on and also finished the scale variable on game objects' transform, and made sure that the renderer on the client side displays it and the colliders properly either.
This week was very busy for me because of both other classes' deadlines and the fact that we couldn't have the group work time on Thursday, meaning I was able to advance the project up until almost the finish line, but not there yet, again. The collisions implemented would mean that event triggers would be able to easily be implemented via a new game object with a custom OnCollision function, and with it, basic in-game tasks could be implemented. Thus, I didn't manage to finish all my goals I set up to do because of the shorter time we get for the class, along with other classes' deadlines, but I am so close to reaching it.
I'd like to finish and also assist my teammates with basic full gameplay from start to finish. This means having timer, sub-tasks, and win / lose conditions.
This week I relearned how rotations work, and how 3D objects collision can be detected. This was very unexpected because I thought that getting the rotation of the hitbox would be either a simple library call, or at least just getting it from the rotation that my teammate has implemented, but I ended up needing to relearn about 3D objects projection and OBB axes intersections. I also learned more about critical thinking / debugging skills when trying to solve why the colliders didn't align with the models, until I realized that it was caused by the cube models not being 1x1x1 making the scale basically double from what's intended, but the collider only tracked scale. I expected this considering I didn't fully understand how rendering worked and how the sizes of the models are determined, but now I understand more about it.
My morale is still really good. Sure, I was very busy, but seeing the results and how I finally managed to finish collision detection (just need to be reviewed by my teammates) despite at first struggling with bugs I didn't know how to even find is very breathtaking and satisfying. I'm very motivated to reach the first milestone of having a full game done hopefully next week.