Commit Graph

10 Commits

Author SHA1 Message Date
03f170e150 Create mesh-based physics for ship and optimize planet geometry
Some checks failed
Build / build (push) Failing after 18s
- Update Ship class to use CONVEX_HULL physics from ship1.glb
  - Find geometry mesh from loaded GLB and create physics from it
  - Move physics creation to initialize() after mesh loads
  - Add fallback to BOX shape if mesh not found

- Fix ship position setter for async initialization
  - Add null check for physics body
  - Set transform position directly if body doesn't exist yet
  - Prevents crash when position set before mesh loads

- Optimize planet vertex count for performance
  - Reduce sphere segments from 32 to 12
  - ~144 vertices vs ~1024 vertices per planet
  - Planets are background objects, lower poly acceptable

- Update ship1.glb model

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-30 08:22:21 -05:00
a9054c2389 Add procedural lightmap system for planets and asteroids
Some checks failed
Build / build (push) Failing after 19s
- Create sphereLightmap.ts for procedural lighting generation
- Update planets to use lightmaps oriented toward sun
- Switch asteroids to PBR material with noise texture
- Use sphere physics shape for asteroids

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-29 17:30:02 -05:00
12710b9a5c Add JSON-based level editor with localStorage persistence
Some checks failed
Build / build (push) Failing after 22s
- Create comprehensive level editor UI with real-time configuration
- Implement JSON schema validation for level configurations
- Add client-side routing for game/editor views
- Support manual JSON editing with validation feedback
- Auto-generate 4 default levels on first load
- Replace hardcoded difficulty presets with dynamic level system
- Add level serializer/deserializer for import/export workflow
- Enhance responsive design with high-contrast styling

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-29 08:24:55 -05:00
052d972e69 Optimize WebXR performance and add procedural planet generation
Some checks failed
Build / build (push) Failing after 4m43s
Enable multiview rendering in WebXR for improved framerate, remove expensive PhotoDome per-frame updates, and add planet generation system with 76 unique textures across 12 planet types.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-28 11:50:18 -05:00
57ffe8f689 Migrate to AudioEngineV2 and fix Meta Quest 2 controller detection
- Upgrade audio system from deprecated Sound API to AudioEngineV2
  - Use CreateAudioEngineAsync() for audio engine initialization
  - Replace new Sound() with createSoundAsync() throughout codebase
  - Track sound playing state manually (StaticSound lacks isPlaying)
  - Use volume property instead of setVolume() method
  - Use stop() instead of pause() for proper StaticSound lifecycle

- Fix controller detection for Meta Quest 2
  - Check for already-connected controllers after entering XR mode
  - Fixes issue where Quest 2 controllers only become available after enterXRAsync()
  - Maintains backward compatibility with WebXR emulator

- Improve initialization performance
  - Move RockFactory.init() to main initialization (before level select)
  - Pre-load asteroid meshes and explosion particle systems on startup
  - Level initialization now only creates asteroids, not resources

- Refactor level initialization flow
  - Level creation now happens before entering XR mode
  - Add level ready observable to track initialization completion
  - Show loading messages during asteroid creation
  - Extract loading message logic to separate module

- Add audio unlock on user interaction (button click)
- Make play() methods async to support AudioEngineV2
- Pass AudioEngineV2 instance to Ship and Level1 constructors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 13:59:48 -05:00
d2aec0a87b Add difficulty levels and upgrade BabylonJS
Some checks failed
Build / build (push) Failing after 20s
Implemented a level selection system with 5 difficulty modes (Recruit, Pilot, Captain, Commander, Test), each with different asteroid counts, sizes, speeds, and constraints. Upgraded BabylonJS from 7.13.1 to 8.32.0 and fixed particle system animation compatibility issues.

- Add card-based level selection UI with 5 difficulty options
- Create difficulty configuration system in Level1
- Fix explosion particle animations for mesh emitters (emitter.y → emitter.position.y)
- Implement particle system pooling for improved explosion performance
- Upgrade @babylonjs packages to 8.32.0
- Fix audio engine unlock after Babylon upgrade
- Add test mode with 100 large, slow-moving asteroids
- Add styles.css for level selection cards with hover effects

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 09:05:18 -05:00
736250499e changed game dynamics. 2025-10-13 17:16:50 -05:00
5b7d04bd39 changed game dynamics. 2025-02-17 16:51:06 -06:00
b85d1f5b09 Started cleaning up audio, rendering artifacts. 2025-02-16 16:44:18 -06:00
a105e28333 Initial Commit 2025-02-15 11:19:24 -06:00