Commit Graph

10 Commits

Author SHA1 Message Date
Josh Creek c75e142c8a perf(physics): name and assign collision layers
Adds a [layer_names] section to project.godot (Ships/Ball/Arena/
GoalSensor) and sets collision_layer/collision_mask on the 4 physics
body roots (Ship, Ball, Goal Area3D, ArenaBoundary StaticBody3D),
which previously all sat on the default layer 1 / mask 1 so every
body broadphase-tested against every other.

Ships collide with ships/ball/arena but no longer test against the
goal sensor; the goal's mask (Ball only) is the physics-level fix for
what goal.gd's is_in_group("ball") check was doing defensively in
code (left in place, now a no-op guard). ArenaBoundary's runtime-
generated CollisionShape3D children inherit layer/mask from the
StaticBody3D root automatically.

Verified live via godot-mcp under Jolt Physics: ship-vs-ship and
ship-vs-ball collisions still transfer momentum, the ball still
bounces off arena walls, a ball entering a goal still fires
goal_scored (score updates / HUD reset), and a ship teleported into a
goal recess produces zero overlapping bodies on the goal Area3D (was
reachable before, physics-level fix confirmed, not just the code
guard). Headless smoke test (free_play.tscn) is clean.
2026-08-04 18:32:54 +01:00
Josh Creek 96ff503fa8 perf(ship): merge non-tinted hull meshes into one node
Hull/Canopy/EngineGlowL/EngineGlowR are runtime-baked into one ArrayMesh
in _ready via SurfaceTool.append_from, dropping 4 MeshInstance3D children
to 1 (Nose/TailFin stay separate, they're retinted per-team). Skipped in
headless mode like the goal/arena_boundary visual builds, since physics
only cares about CollisionShape3D.

All 6 source surfaces (hull, canopy, engine_l x2, engine_r x2) carry
distinct materials, so this doesn't literally cut draw calls 6 to 3 as
TODO.md assumed — Godot still issues one draw call per surface regardless
of node count. The real win is scene-tree/transform overhead, not batching.
2026-08-04 18:16:02 +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 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 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 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 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