September
Participated in the 2024 Cylon GameJam for all of September up to the 24th.
Tuesday 24th
- Expanding out jitter dynamics scene in Ephemeris project
- Debugging torque in jitter
- Compared torques:
- Standard Unity physics
Unity.Physics
package- Jitter
- A quick prototype using Myriad components
- Jitter just seems to have the wrong inertia tensor?
Wednesday 25th
- Properly integrating rotations in Myriad
- Experimented with Z3 for solving thruster firing
- Z3 probably isn't feasible to use in-game, just PoC
- Cleaned up various physics related things in Ephemeris into a single
Dynamics
namespace - Removed Jitter physics
Thursday 26th
- Moving
ApplyImpulse
method toMyriad.Dynamics
- Added new
GetComponentRef
overloads to Myriad which retrieve many components all at once - Fixed
Myriad.ECS
GitHub build action failure - Updated Ephemeris to use new
Myriad.Dynamics
components, instead of ad-hoc mass and orientation components that existed before - Fixed up docking sim to compile and load properly with new stuff
- Experimented with a basic "aspect" systems for physics
- Replaced default camera blend with "cut" (nothing else really makes sense at this scale)
- Tested Z3 in Unity. It required a native DLL but it does work!
Friday 27th
- Experimented more with Zen in Unity.
- Issues with creating
Real
: casting-4
acts different tonew Real(-4)
- Timeout failed to prevent a hang when using
Minimize
!
- Issues with creating
- Spawning player pod and station near each other in docking sim
- Debugging issues with orbital paths
- Modified
NBody
integrator to work for entities with no mass (just assumemass=1
) - Setup a test harness for calculating thruster activations
- Fixed various physics issues with torque
- Found article about thruster torques with iterative solving (2D): https://blog.cosmoteer.net/2011/01/starship-builder-idea-thruster-algorithm.html
- Experimented with determining thruster throttle values using matrix inversion (for sets of three thrusters acting as a "virtual thruster gimbal")
Monday 30th
- Experimenting more with matrix inversion for torques (i.e. including thruster offset as well as direction).
- Built solvers for linear force and angular torque, they seem to work well independently
- Fixed up initial scenario so it always spawns a sensible distance away by inspecting orbital velocity and delaying by a suitable amount of time