Monday 17th
- Blender
- Exporting to Unity
- UV mapping
- Texturing
Myriad.ECS
- Added
Archetype.Entities
property - Unity integration, show entities for archetype
HandyNetworking
- Experimenting with
SyncVar
- Fixed peers not seeing themselves in lobby
- Better handling of connection timeouts
- Breakout (multiplayer testbed)
- Lobby handling of connecting/disconnecting
Tuesday 18th
- Discussed on Discord
- Component design
- Scenarios/campaign structure
- Rules of engagement
- Tech research/unlocks
- Experimented with
Myriad.ECS.Networking
library - Debugging FUI framework buttons
- Restructured scene loading
- Trying to find a good approach to passing "arguments" between scenes that doesn't end up with a
DontDestroyOnLoad
based mess.
Wednesday 19th
- Experimented with
Myriad.ECS
auto parallel system groups- Declarative component dependencies
- Updated Myriad Unity integration
- Learning blender (particularly ND)
Thursday 20th
- Learning more blender (space station fuel depot)
Friday 21st
SceneManager
wrapper, allowing passing "parameters" through scene load- Updating test lobby to use new scene loading system
Monday 24th
- Breakout lobby state sync (ready status)
- Developing pattern for server managed state
- Send request to change state from client
- Send out new state from server
- Send initial state to client on join
HandyNetworking
enhancements- Checking header ID to prevent spoofing
- Removed packet relaying to simplify things, remove the possibility of spoofing altogether
- Better handling of
OnPeerConnected
event
- Experimented with splitting scene in multiple layers
Astronomical Object
layer for planets, moons, orbits, map markers etcSmall Object
layer for things like spaceships and asteroids- Two layers can be composited to have very large things (planets) and very small things (spaceships) in the same view
Tuesday 25th
- Began experimenting with compositing cameras
- Experimented with scalable resolution management
- Requires DX12
- DX12 seems to be painfully slow/stuttery (in editor) and there are reports that it is slow in builds too
- Stacking cameras with different postprocessing effects
- Allows for ships and planets to have different processing
- Copy rotation and FoV from "small" camera to "astronomical" camera
- Place
astronomical
exactly at the position of the ship (with planet scene scaling) - Allow
small
camera to move freely around ship, with normal scene scaling (1u == 1m). - Illusion of infinite distance to planet