Commit Graph

22 Commits

Author SHA1 Message Date
Josh Creek 02df09e40d feat(arena): draw the play volume as one non-overlapping surface shell
Every visible surface of the enclosure shared one alpha-blended material and
was drawn as several overlapping layers: floor, ceiling and four walls as
solid BoxMeshes, plus corner curves and fillets generated on top of the box
faces they eased into. Alpha-blended surfaces don't write depth and sort per
object, so the perimeter composited that tint twice and the corners three
times, giving hard-edged trapezoidal patches that re-sorted as the camera
moved. The floor box also overhung the walls by 1 m and showed through them.

Replace all of it with a single generated mesh covering the inner surface
exactly once, every piece cut to meet its neighbours edge-on and only
inward-facing triangles emitted. It carries two surfaces: an opaque hull
(deck, base fillets, goal bulkheads) and the translucent containment field
(walls, corners, ceiling fillets, ceiling).

The field shader is additive and unshaded rather than alpha-blended: additive
cannot double-darken and composites order-independently, so overlap is
structurally invisible, and being unshaded it no longer picks up per-arena
light and GI gradients across a 28x40 m panel. Fresnel replaces the old
StandardMaterial3D rim, which was a lit effect and the wrong tool. The deck
shader draws plating and field markings procedurally from the boundary's own
constants, so markings cannot drift from the collision geometry.

Per-face MeshInstance3D visibility toggling is gone; the field shader fades
facets the camera has crossed outside of per-pixel from one uniform, which is
what allows a single merged mesh.

Also adds ELEVATED goal mode and the ceiling fillets, and skips the mesh build
entirely under --headless, where training spawns instances that never render.

Collision is untouched: 166 collider shapes in FLOOR mode and 158 in ELEVATED,
verified byte-identical to before, so trained policies in Game/bots/ are
unaffected.
2026-08-04 13:35:55 +01:00
Josh Creek 1eb5a3188d feat: replace ship and ball placeholder meshes with Blender-modeled assets
Ship gets a greebled hull, tapered nose, swept canopy, twin engine nacelles,
and tail fin (built via the vendored Blender MCP, generator committed at
tools/blender/gen_ship.py) in place of the 5 flat primitives. The ball is
fully remodeled as a smooth round sphere with a crossed emissive accent
pattern (gen_ball.py), replacing the old flat-shaded gold_ball rather than
just tweaking its material.

Node names (Nose/TailFin) are preserved for Ship._apply_team_color(), and
the RigidBody3D/CollisionShape3D physics on both ship.tscn and ball.tscn are
untouched so RL-trained bots and flight feel stay valid. Each part's mesh is
extracted to a standalone .res (tools/blender/extract_meshes.gd) rather than
referenced via glb::ArrayMesh_xxx sub-paths, which don't reliably resolve
across scene files and were silently rendering both models invisible.
2026-08-03 22:39:46 +01:00
Josh Creek 50c2014361 feat: enable SDFGI/reflection probes and fresnel glass boundary
Adds sdfgi_enabled and a ReflectionProbe to all three arenas' Environment
setup so surfaces get real bounce lighting/reflections instead of flat
ambient. Converts arena_boundary.tscn's shared glass field material from
unshaded to a shaded, rim-lit material so it reads as glass (dim face-on,
highlighted at grazing angles) rather than a flat tinted overlay.
2026-08-03 21:29:59 +01:00
Josh Creek 171cd4a840 feat: add Nebula and Asteroid Field arenas
Introduce arena_02 (Nebula) and arena_03 (Asteroid Field) alongside
arena_01, listed in a new ArenaRegistry (scripts/arena_registry.gd) as
the single source of truth for available arenas. Free Play lets the
player pick an arena from the main menu; Match/Spectate each pick one
at random per session; Training keeps its own fixed arena_01.

Nebula gets an RL-style visual treatment: a near-invisible glass
boundary material shared by all arenas, a baked equirect nebula sky
texture, a drifting-dust particle system, and a Blender-modeled
station/debris/planet decoration set. GameMode gains a
_get_arena_scene_path() hook so modes can instantiate their arena in
code instead of hardcoding it in the scene.
2026-08-03 19:11:13 +01:00
Josh Creek 46c8275523 feat(*): add wall/ceiling surface pull and retune ball-ship materials 2026-07-20 19:33:28 +01:00
Josh Creek 4f075b352f feat(*): Add orientation-readable team-coloured ship meshes, smooth the ball-cam orbit, and hide arena walls the camera is outside of 2026-07-19 22:18:21 +01:00
Josh Creek 379ef9910e feat(*): Replace the test terrain arena with an enclosed standard-size space-platform arena (shared ArenaBoundary floor/walls/ceiling scene, starfield sky, ball CCD) and derive TrainingMode placement bounds from it, dropping the out-of-bounds reward guard 2026-07-18 20:18:03 +01:00
Josh Creek 328831df1f refactor(*): Restructure game into reusable Arena/GameMode architecture with controller-driven ships, adding Free Play and Match modes 2026-07-18 15:34:11 +01:00
Josh Creek 8650995c18 chore(*): Remove redundant files 2025-07-16 23:05:32 +01:00
Josh Creek 35a23f79e3 refactor(*): Make hud more performant and maintainable 2025-07-16 19:19:58 +01:00
Josh Creek 9ed5afa092 feat(*): Add basic flight data to HUD 2025-07-13 21:14:51 +01:00
Josh Creek cba9a51b5f feat(*): Add much better ship controls 2025-07-13 21:01:57 +01:00
Josh Creek 5ad381cf2f feat(*): Add hud with timer 2025-07-13 18:36:48 +01:00
Josh Creek bdd0244873 fix(*): Ensure that movement vaguely works in the new area and looks vaguely at the ball 2025-07-12 20:34:03 +01:00
Josh Creek 927bbd0be7 feat(*): Add new match scene, new player scene and main menu 2025-07-12 19:20:16 +01:00
Josh Creek 69cd778c7c feat(*): Lock rotation of player objects
Until we can sort it out properly later on, for now it's a nicer testing experience to not have the player (and camera) rotating whenever they make contact with another object.
2024-03-21 20:26:36 +00:00
Josh Creek 5b686554c0 feat(*): Add camera node to vehicle 2024-03-21 19:37:01 +00:00
Josh Creek 93ee7f8762 chore(*): Rename goal script 2024-03-21 19:36:14 +00:00
Josh Creek ed01bd4846 feat(*): Add environment and colours 2024-02-23 18:58:50 +00:00
Josh Creek ddfd8efb71 feat(*): Add the ability to score a goal 2024-02-23 18:26:23 +00:00
Josh Creek 80882a9c5e feat(*): Add goal with basic collision 2024-02-23 18:13:25 +00:00
Josh Creek 0fd3098f14 feat(*): Split out vehicle object 2024-02-23 18:12:59 +00:00