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Updates
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Estimate man hours (assuming 8 hours spent per a progress update, including reading time)2616
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Estimate man days109
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Last IDNumber of worked days (at free time), assuming on average 4 hours were spent per day654Count
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326This contributes for project duration in months (during free time), roughly at21.4426229556875693060391917611711321131412222344000
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Categories
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IDDateNameDescriptionVisual ProgrammingWikiOptimisationGUIWWW / NetworkOtherLuaControllsAIMechanicsGameplayFightingUpgradesGraphicsPhysicsAssetsMeshesTexturesPromotionModdingAudioMultiplayerBrief
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3272018-07-30
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3262018-07-29
Camera Controller : Optimisation
Removing stuttering and jittering camera movements.
Implementation to main game IterOrbis project
xx
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3252018-07-28
Camera Controller : Testing modes
Adding and testing camera modes, for following, 1st and 3rd person, with enabled and diabled local up vector.xx
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3242018-07-27
Camera Controller : Adding More
Further building upon controller and testingx
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3232018-07-26
Alternative Camera Controller
Exapnding upon camera controllerx
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3222018-07-25Cinemachine: IssueFacing some jittering issues with a cinemachine. While looking for solutions, writing own alternative camera controller.
Controller is based on what I wrote for cinemachine, and the simplified behaviour of cinemachine.
x
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3212018-07-24Cineamchine: TestingTesting custom cameara control system solutions, with cineamchinex
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3202018-07-23
Planetary System: improvement
General improvements, orginising and integrating UI Tree Heirarchyxx
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3192018-07-22UI Tree HierarchyUI Tree Hierarchy
Implementing Hierarchy PRO +Presets And Selectios, from the asset, to better visualise and enhance performance, of navigating in heirarchy tree. Source:
https://assetstore.unity.com/packages/tools/utilities/hierarchy-pro-presets-and-selections-89542
xxx
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3182018-07-21Planetary System : OrginisingFurther development and orginising code, for package. And import to main project.x
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3172018-07-20
Planetary System : Assembly Definition
Orginising code to Assembly Deffinition, for better future reuse. Further plantes work, and camre interaction updatex
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3162018-07-19
Planetary System : Posteffects
Applying some effects and post effects, provided by Unity standard assets. Specifically applying bloom and exposure, which make flare less apparent whn looking at, but makes surrounding of camera darker. Updating camera transition between planets. Creating camera mask fading between camera, from clear view to balck and from black to clear view of different camera, since unable to resolve smooth camera transparency blending. Tried Camera to Texture Renderer. But faced window scalling problem.x
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3152018-07-18
Planetary System : Lens Flare
Looking for solution of implementing lens flares, accordingly to relevant planet' layer enabled. The issue with in build lens flare is, that ignored layer only can be set via inspector in editor. And since value is not exposed to the code (investigated: https://forum.unity.com/threads/how-to-lens-flare-ignore-layers-programatically-c.540820/#post-3566010), found solution was, to set ignore all layers. The solar flare, or multiple flares, should be set to ignore all, but not the active planet layer, so sun flare can hide between planet and objects, of selected active layer. However, since full scale planets are at the same position, it become apparent, that sun flare was obstructed by other objects colliders, even they were not rendered. But must been kept enabled, to simulate physiscs on all planets at the same time. Therefore, solution was to use raycas, with appropriate mask, for selected planet layer and this was done programatically. Allowing to reduce number of flare objects, to amount of suns, instead of for each every planet multiplied by sun. WHich could be otherwise, for example 5 planets x 2 suns, that at least 10 sun flares, with different ignored mask. Also, it would have to be remember, to modify ignored mask for each flare, every time game layers has been modified.x
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3142018-07-17
Planetary System : Lens Flare
Facing Lens Flare limitation, as it not allows to to programmatically set lens flare ignored layer, to set relevant layer for each planet. This causes, that multiple layer should be created, for each planet multiplief by number of flare sources. Which otherwise will ramp up quickly number of uneccessery flare game objects. Need different solution, if available.x
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3132018-07-16
Planetary System : Seprate Phsics Layers
Prototype of sperate physics between planets using layers. First orbitting planet, while keeping full scale planet in 0 origin, withouth floating origin implementation.
Is to be using full scale planets and scalled down a seprate solar system.
xx
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3122018-07-15Planetary System : StartStarted making new solar system as seprate asset project. Aim is to have multiple planets rotating around sun, or multiple suns. The simplistic approach is taken, to make planetary orbic perfectly circle, and just simply rotating central planets' orbits GameObjec. Planetary system has a scalled solar system, which allows to traevl betwwen planets/celestials. Also allows to click and hover over planets, to get name and position. However, planets with physics, where player can actually land on it, are located in the 0 origin. To avoid implementation of floating origin, each of full scalled planet, is to have own layer, of which only one layer is rendered at the the time. However, physiscs for each of planet is seprate. Means, objects between planets do not interact between each other. Travelling to another planet, switches between relevant planet's layer, to render accordingly. Again, withouth floating origin.xxx
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3112018-07-14Floating OriginInvestigated floating origin available assets.x
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3102018-07-13
Cinemachine : Ingame Implementation
Implementing cinemachine to the gamex
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3092018-07-12Assembly Definition : FixesIn attempt of improving workflow, code structure and compilation time, Definition Assembly become implemented.xx
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3082018-07-11Cinemachine : ImprovementsImprovements and bug fixingx
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3072018-07-10Cinemachine : DevFurther work on cinemachine system for iter orbis, with multiple camera modes.x
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3062018-07-09CinemachinePlanning rework cmaera system, to implement relatively new Unity native cinemachine systemx
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3052018-07-08
Assembly Definition : Continoue
Continouing decoupling and optimisation process. This also allows to clean many scripts, and check, which part of code is, or not utilised, removing not needed bits.x
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3042018-07-06
Assembly Definition : Decoupling scripts
Started process of decoupling scripts, which have circular references. From beggining attmept was, to make game modular as possible, never the less, still some circular references has been introduced, mkaing more complex to decouple scripts into smaller dll libraries. To make process easier, Unity3D Assembly Definition feature has been decided to use at this stage, to decouple scripts, for faster compilations. The main reason over Assembly Definition vs compiled dlls, is that many scripts are not finalised and in test status. Therefore, Assembly Deffinition comes handy, rather every time dll compiling.x
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3032018-07-05
Rivising dlls compiling for optimisation
Investigated way to compile relevant scripts into dlls. However, Unity suppose to support .NETFramework 4.x, mutliple attempt failed to make Unity 2018.2b recognise such dlls. Figured out, that dlls 3.5 are readable for Unit3D.x
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3022018-07-04Testing dlls for optimisationAttempt to create dlls files from the game, to accelarea compiling process, and decouple / reorginse scripts. Visual Studio has been reinstalled, with added missing libraries / plugins, for dll compilations.x
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3012018-06-24Neural Network : DecouplingPreparing script and reorginising part of NN, to be able import to the game, as a plugin.xxx
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3002018-06-23Neural Network : DecouplingFiguring out how and tiding up NN asset scripts, for further decoupling.xxx
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2992018-06-22
Neural Network : Controller revision
Revision of the NEAT controller, with even better performance.xx
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2982018-06-17Orbit : UI data diplayFurther testing and updates on displaying correctly data in respect to an instance.x
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2972018-06-16
Orbit : Instance reltaive coordinates.
Reevaluate and testing instace relative postion and orientation to orbit and desired satelite. It happens, that Unity3D native SignedAngle method don't work correctly (bug reported, however issue is known since Unity 2017). Had to use custom one, based on two dot funtions of relative vectors. This was major time eater, due to finding what causing incorrect orientation.xx
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2962018-06-15Instance UI data disaplyWork on html based UI in browser, displaying data of the instace entity, for example position, angular postion and velocities.x
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2952018-06-12Testting CCS ingameTesting and optimising orbit selector. Reducing asset size.
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2942018-06-11
Celestial Coordinate System : Game integration
Integration of CCS to the game with orbit selector all together.x
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2932018-06-10Orbit Selector : UpdateUpdates and optimisation of orbit selector.xxx
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2922018-06-09Orbit SelectorFurther work on Orbit selector with CCS.x
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2912018-06-08
Celestial Coordinate System : Orbit Selector
Creating orbit generator and reintegrating pie menu with orbit selector.xx
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2902018-06-05
Celestial Coordinate System : Further updates
More work with updates - camera scaling distance.
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2892018-06-04
Celestial Coordinate System : Pie Menu
Integrating and optimising pie menu to CCS.xxx
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2882018-06-03
Celestial Coordinate System : Rework and optimisation
Partially rework and reoptimisiation of radial grid.xx
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2872018-06-02
Celestial Coordinate System : Radial Grid : Update
Updates and revision of combined own assets.xx
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2862018-06-01Radial Grid : Box mirroredCreating mirrored box mesh. Box with only two opposite faces and one mirrored texyter, using Blender. This is for browser display, so if I got something rendered, it displays correctly, when looking ant the mesh asset from front, or back. Grids will be rendered on this mehs.x
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2852018-05-26
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2842018-05-25
Celestial Coordinate System : Satelite
Further work, revising current status and updateing code.x
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2832018-05-22
Celestail Coordinate System : Satelite
Adding additional axis, to possible orient and select satelite on radial grid.x
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2822018-05-21Celestial Coordinate SystemContinoue.x
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2812018-05-20
Celestial Coordinate System with Radial Grid
Initaited implementation of radial grid based on shaders, to create celestail coordinate system, where different axis around planet (for example) can be selected, marking appropriate angles (typically up and right), to orient coordinate system. This will allow to alligin orbits.x
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2802018-05-18Finalising Radial GridRadial gird asset has been finalised to the point, of next phase - Orbit selector.xx
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2792018-05-17Radial Grid optimisationSorting and optimising radial gridxx
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2782018-05-16Radial Grid developmentWorking on radial grid, using shaders.xx
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2772018-05-13Radial Grid shadersInvestigating and revising options of shaders for radial grid
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2762018-05-08
Orbit indicator implementation to the game
Attempt to implement orbit iUI ndicator to the game. However, requires further optimisation, simplification, tiding up and decoupling, from sub scripts and monobehaviours.x
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2752018-05-19
Neural Network: Space craft orientation control system
Finally successful and efficient prototype of orbital space craft orientation system, has been developed, using neural network NEAT_V2. While previousl atttempt, did not bring promissing, nor efficent methods. Control design, uses equivalent of propulsion, on each side of the craft dummy model, to allign with desired orientation. Additionally, continous rotaiton along one of its axis (i.e. forward axis) can be maintained, while keeping forward direction (in this case) toward desired target. This time, using orientation lerp function, to evaluate next desired orientation, between current and desired orientation. However, Strictly physics is used, by controling propulsion.xx
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2742018-05-14Third music scorePotential third music score has been made.
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2732018-05-11Rework of radial grid shader Radial grid shader prototype was reworked, to bust maximum performance of it. No mere GPU overhead is experienaces, as previously.xxx
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2722018-05-04Wiki and main web updatesUpdated some wiki entries and 2 feeds to the main website, regarding pie menu.xx
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2712018-05-03First musicWhile on the main course was pie menu development, small ditour took, to design first two potential scores of music. This was rather unplanned, but tempted, after discovering www.ampermusic.com, music designed by AI.x
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2702018-05-02Pie Menu js reorganisationReorginsed and put into objects javascript functions and properties.xx
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2692018-05-01
Pie Menu satelite to target object reference
Orientation difference calculation, between satelite and the target object. As if satelite target orientation vs satelite current orientation, to get orientation errorxx
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2682018-04-30
Pie Menu satelite reference selection
Added satelite reference selection of 4 options. Reference to the Universe (typically 0 orientation); orbit (Satelite is expected to be oriented and reference as the orbit orientation), target object (satelite is expected to be oriented as target object), and look at target object (i.e. satelite is expected to look at target, for example planet, as communication satelite)x
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2672018-04-29
Pie Menu expanded satelite functionalit
Expanded satelite functionalit and bug fixing.x
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2662018-04-28Pie Menu sateliteAdded functionality of satelite at the orbitx
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2652018-04-26Pie Menu furtherNumber of adddition and fixes.x
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2642018-04-25
Pie Menu expanding functionality
Added options selection and automation for pei menu generation.x
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2632018-04-24Pie Menu basics structureBuilding basics structure and ssytem for pie menu in browser, using HTML5x
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2622018-04-23Pie MenuDone some successful experimental pie manu in html/js/sc, with some sources available on githubx
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2612018-04-22Orbit indicatorOrbits now are indicated and set, along the selected origin (planet). Orbit uses altitude (radius), latitude and longitude (angles), to describe how is orbit oriented.x
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2602018-04-21
Radial grid lines with scripted shader
As the unsatisfactory previous results based on browser and Shader Graph, to make radial grid lines, consideration of learning scripting shaders was taken upon. As the result, radial grids were created, with satisfactory memory and GPU usage. And more possibilities are opened, as well as learned principles on shader scripting. However, is worth to mention, that Shader Graph did help with understanding of shader scripting. But unsure, if Shader Graph will be used in future.xxx
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2592018-04-20Radial grid lines via browserCreated radial grid lines, using browser interface. However, faced issue was memory usage, for large scale grid, of over 1000 units radius. None satisfactory quality results could e achieved, with lower radius, for many grid lines. There were 2 grid lines, horizontal and vertical. But each took anything between 30 to 70MB of memory. Therefore, however this prototype was working, other solution was also considered.xx
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2582018-04-19Radial grid lines GPU IssueUsed shader graph to generate radial grid. Radial grid is other representation of the guide lines, of the orientation and position, in respect to the target object, i.e. planet. Will help to select an orbit. However, it was experiance significant GPU overhead. Therefore, other method were seeked instead.xx
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2572018-04-18Orbit selector with browserDecided to create nice compas selector using browser. Previous shader studied was used for differnt feature, to create grid distance rings. Web based compas selector, allows much better control. Uses svg generator.xxx
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2562018-04-17Shader Graph in Unity 2018Unity 2018 beta came up with shader graph feature, which alllows through visual programming, create shaders, instead scripting. Prototyped radial gradien with tranparency for orbit selector. Since it stil beta, number of issues where experianced. But resolved.xxx
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2552018-04-16
Initiated work on Altitude Latitude and Longitute selector
Initiated work on Altitude Latitude and Longitute, which will allow to select relevant parameters for an instaces and celestials, i.e. orbits.
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2542018-04-15
Improved lua propulsion control
Improved lua propulsion control.xx
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2532018-04-11Physics mechanicsChanged some mechanics of physics, with multiplayer aspect mind for yet far future.xxx
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2522018-04-13Down CastingBeen searching for a relevant solution for long time, which allow access the inherited calss properties, withouth usig reflections. Finally found and implemenbted down casting, which allowed of removing certain types of complexity, which were results of workarounds. This also affected some lua funtions (however not visible to players), which now are simplified. This change unlocks easier way, to develop new lua funtions for constructs and blocks interactions, as now properties can beaccessed more straight forward.x
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2512018-04-10
Testing construct architecture
Testing and fixing bugs in construct architecture.x
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2502018-04-09
Fixing bug of construct architecture
Fixing bugs which evolved after construct designer implementation and due to significant changes.
x
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