Implemented Option 5: Integrate ship physics constants into centralized GameConfig
Changes to gameConfig.ts:
- Added shipPhysics object with 4 tunable parameters:
- maxLinearVelocity (default: 200)
- maxAngularVelocity (default: 1.4)
- linearForceMultiplier (default: 800)
- angularForceMultiplier (default: 15)
- Updated save() to persist shipPhysics to localStorage
- Updated loadFromStorage() to load shipPhysics with fallback defaults
- Updated reset() to restore shipPhysics defaults
Changes to shipPhysics.ts:
- Removed hardcoded constants
- Added GameConfig import
- Updated applyForces() to read values from GameConfig.getInstance().shipPhysics
- Now reads physics parameters dynamically at runtime
Changes to index.html:
- Added Ship Physics section in Settings UI
- 4 number inputs with appropriate min/max/step values
- Help text explaining each parameter's effect on ship handling
- Section positioned after Developer settings
Changes to settingsScreen.ts:
- Added input element references for ship physics controls
- Updated loadSettings() to populate ship physics inputs from config
- Updated saveSettings() to save ship physics values to config
- Values persist across sessions via localStorage
Benefits:
- Ship physics now tunable in real-time via settings UI
- Parameters persist across sessions
- Easy to reset to defaults
- Centralized configuration management
- No need to edit code to adjust ship handling
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Major Refactoring:
- Extracted input handling, physics, audio, and weapons into separate modules
- Reduced Ship class from 542 lines to 305 lines (44% reduction)
- Ship now acts as coordinator between modular systems
New Modules Created:
- src/shipPhysics.ts - Pure force calculation and application logic
- No external dependencies, fully testable in isolation
- Handles linear/angular forces with velocity caps
- Returns force magnitudes for audio feedback
- src/keyboardInput.ts - Keyboard and mouse input handling
- Combines both input methods in unified interface
- Exposes observables for shoot and camera change events
- Clean getInputState() API
- src/controllerInput.ts - VR controller input handling
- Maps WebXR controllers to input state
- Handles thumbstick and button events
- Observables for shooting and camera adjustments
- src/shipAudio.ts - Audio management system
- Manages thrust sounds (primary and secondary)
- Weapon fire sounds
- Dynamic volume based on force magnitudes
- src/weaponSystem.ts - Projectile creation and lifecycle
- Creates and manages ammo instances
- Physics setup for projectiles
- Auto-disposal timer
Ship Class Changes:
- Removed all input handling code (keyboard, mouse, VR)
- Removed force calculation logic
- Removed audio management code
- Removed weapon creation code
- Now wires up modular systems via observables
- Maintains same external API (backward compatible)
Material Improvements:
- Updated planet materials to use emissive texture
- Enhanced sun material with better color settings
- Set planets to unlit mode for better performance
Benefits:
- Each system independently testable
- Clear separation of concerns
- Easier to maintain and extend
- Better code organization
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- Add profilesList.json with all XR controller profiles for offline use
- Disable online controller repository in ControllerDebug for faster loading
- Includes profiles for Meta Quest, Valve Index, HTC Vive, Pico, and others
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Major Changes:
- Fix Level1 double initialization by deferring initialize() call
- Removed initialize() from Level1 constructor
- Main.ts now explicitly calls initialize() after registering ready observable
- Added error logging for double initialization detection
- Refactor Ship to use loadAsset utility and new GLB structure
- Changed from SceneLoader.ImportMeshAsync to loadAsset pattern
- Ship constructor no longer calls initialize() - must be called explicitly
- Updated physics to use transformNode from GLB container
- Adjusted control mappings for yaw/pitch/roll (inverted signs)
- Reduced force multipliers for better control feel
- Remove MaterialFactory pattern
- Deleted src/materialFactory.ts
- LevelDeserializer now creates PBRMaterial directly for planets/sun
- Removed texture quality settings from gameConfig
- Cleaned up settings UI to remove texture quality controls
- Fix UI element hiding when entering VR
- Editor and Settings links now properly hidden on level start
- Update GLB models for new asset structure
- Updated ship.glb and base.glb models
- Modified loadAsset to work with container transformNodes
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## Blender Export Utilities
- Add blenderExporter utility with ESM support (tsx)
- Create CLI script for exporting .blend files to GLB
- Add npm scripts: export-blend, export-blend:watch, export-blend:batch
- Support watch mode, batch export, and Draco compression
- Complete documentation in docs/BLENDER_EXPORT.md
- Add loadAsset utility helper
## Asset Structure Reorganization
- Move models to themeable structure: public/assets/themes/default/models/
- Add themes/ directory with source .blend files
- Remove old model files from public/ root
- Consolidate to asteroid.glb, base.glb, ship.glb
## Level Configuration Improvements
- Make startBase optional in LevelConfig interface
- Update LevelGenerator to not generate startBase data by default
- Update LevelDeserializer to handle optional startBase
- Update Level1 to handle null startBase
- Fix levelEditor to remove startBase generation references
- Update validation to treat startBase as optional
## Dependencies
- Add tsx for ESM TypeScript execution
- Add @types/node for Node.js types
- Update package-lock.json
This enables modding support with themeable assets and simplifies
level generation by making base stations optional.
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- Move scoreboard ownership from Level1 to Ship class for better encapsulation
- Refactor scoreboard.initialize() to accept GLB submesh (Screen material mesh)
- Dispose original material when applying AdvancedDynamicTexture to mesh
- Change scoreboard background to green for visibility testing
- Increase ship velocities: MAX_LINEAR_VELOCITY to 200, LINEAR_FORCE_MULTIPLIER to 1200
- Adjust ammo spawn position (y: 0.5, z: 7.1) and velocity (200000)
- Update sight reticle position to match new ammo spawn point (y: 0.5)
- Fix sight circle rotation and rendering group assignment
- Update ship2.glb, ship1.glb, and base.glb models
- Comment out ship position override in level initialization
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- Switch to asteroid4.glb model with updated material handling
- Adjust difficulty parameters: increased spawn distances (220-450m range), updated force multipliers, varied asteroid sizes
- Fix scoreboard timer display (was showing frames instead of actual seconds)
- Refactor star base to use asset container with mesh merging for better performance
- Change star base physics from STATIC to ANIMATED with collision detection enabled
- Add directional lighting in level deserializer for improved scene lighting
- Clean up commented code and optimize debug logging
- Update base.glb 3D model
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- Create buildStarBase function in src/starBase.ts
- Load base.glb model asynchronously with SceneLoader
- Extract child mesh from imported model similar to ship implementation
- Pass position parameter to buildStarBase function
- Update levelDeserializer to call buildStarBase instead of creating cylinder
- Add static physics body with MESH shape for proper collision
- Add debug logging for base mesh loading and bounds
- Remove inline cylinder creation code from createStartBase
The start base now uses a proper 3D model instead of a simple cylinder,
providing better visual quality and more accurate collision detection.
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- Create debugLog wrapper function in src/debug.ts
- Add debug checkbox to settings screen UI
- Replace all console.log statements with debugLog calls (153 replacements)
- Add debug flag to GameConfig with localStorage persistence
- Fix GameConfig to properly load and reset debug setting
- Preserve console.error and console.warn calls unchanged
- Add Developer section to settings screen with debug toggle
- Enable/disable all debug logging via settings UI checkbox
Debug logging can now be controlled from Settings > Developer section,
reducing console noise in production while maintaining full debugging
capability during development.
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- Replace accumulated velocity approach with direct force application
- Transform local direction vectors to world space before applying forces
- Fix explosion animation to use Babylon's render loop instead of requestAnimationFrame
- Simplify Ship constructor and remove ControllerStickMode enum
- Comment out all renderingGroupId assignments for performance testing
- Add comprehensive CONTROLLER_THRUST.md documentation
- Fix audio engine initialization in Level1
- Update to ship2.glb model
- Adjust physics damping values for better control feel
- Add applyForces() calls to keyboard and mouse handlers
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Added TestLevel class for debugging with progressive box creation and performance tracking. Includes comprehensive debug logging throughout the explosion system to diagnose Meta Quest issues.
Key changes:
- New TestLevel with 1-1000 box spawning (doubling each 5s iteration)
- Performance metrics logging (FPS, triangle count, mesh count)
- Direct triangle computation from mesh geometry
- Extensive explosion system debug logging
- Fixed observable timing issue (initialize after listener registration)
- Material freezing optimization
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Added "How to Play" section to landing page:
- VR controls: left/right thumbsticks for movement and rotation, front trigger to fire
- Desktop controls: WSAD for movement/yaw, arrow keys for pitch, space to fire
- Warning note that game is designed for VR with desktop as preview mode
- Styled with color-coded sections and responsive design
- Added overflow scroll to main div for better mobile experience
Fixed TypeScript build errors:
- Cast canvas context to CanvasRenderingContext2D in sphereLightmap.ts
- Resolved createImageData type errors
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Completely rewrote explosion system to use BabylonJS MeshExploder instead of particle systems for more dramatic and visible explosions.
- Replace particle system pooling with MeshExploder approach
- Create 12 sphere debris pieces that explode outward
- Animate explosion force from 0 to 15 over 500ms
- Animate debris scaling from 1.0 to 0.0 (shrink to nothing)
- Use requestAnimationFrame for smooth 60fps animation
- Pass asteroid mesh to ExplosionManager instead of position/scaling
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Refactored explosion particle system management from RockFactory to a dedicated ExplosionManager class for better code organization and reusability.
- Created ExplosionManager with particle system pooling
- Removed explosion-specific code from RockFactory
- Simplified collision handler in RockFactory
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Created new Sight class:
- Crosshair design with circle, lines, and center dot
- Configurable radius, line length, thickness, and colors
- Green reticle color (traditional gun sight)
- Center gap and proper rendering group
- Dispose method for cleanup
Refactored Ship class:
- Replaced disc sight with new Sight class
- Changed ammo mesh to IcoSphere for better performance
- Added dispose method to clean up sight resources
- Integrated sight with configuration options
Renamed starfield.ts to rockFactory.ts:
- Better reflects the class purpose (RockFactory)
- Updated all imports across codebase
- Updated CLAUDE.md documentation
Updated asteroid model:
- Changed from asteroid2.glb to asteroid3.glb
- Added new asteroid3.blend and asteroid3.glb assets
Fixed background stars material:
- Added proper material type casting for StandardMaterial
- Fixed emissiveColor setting
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Created BackgroundStars class using PointCloudSystem:
- 5000 stars distributed uniformly on sphere surface
- Multiple star colors (white, warm, cool, yellowish, bluish)
- Varied brightness (0.3-1.0) for depth perception
- Follows camera position to maintain infinite distance effect
- Efficient rendering with disabled lighting and depth write
Integrated starfield into Level1:
- Created during level initialization
- Camera follow in render loop
- Proper disposal on level cleanup
Fixed XR background color:
- Set scene clearColor to pure black (was default grey)
- Adjusted ambientColor to black for space environment
Removed GlowLayer from ship and engines:
- Cleaned up unused glow effects
- Prevents unwanted glow on background stars
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Created dedicated settings route and screen for game configuration:
- Settings UI with quality level dropdowns for planets, asteroids, and sun
- Physics enable/disable toggle
- Save and reset to defaults functionality
- localStorage persistence with feedback messages
Added settings navigation:
- Blue settings link button in game view header
- Integrated with existing hash-based router
- Back navigation to main menu
Settings features:
- Four texture quality levels: WIREFRAME, SIMPLE_MATERIAL, FULL_TEXTURE, PBR_TEXTURE
- Physics toggle for performance optimization
- Quality level guide with explanations
- Persistent settings across sessions
- Visual feedback on save/reset actions
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Created GameConfig singleton class with localStorage persistence for game settings:
- Texture quality levels: WIREFRAME, SIMPLE_MATERIAL, FULL_TEXTURE, PBR_TEXTURE
- Physics enable/disable toggle for performance optimization
Created MaterialFactory for quality-level-based material generation:
- Planet materials with dynamic sun-oriented lightmaps
- Asteroid materials preserving GLB bump textures
- Sun materials with procedural fire textures
Integrated GameConfig throughout game entities:
- Conditional physics creation in asteroids, ship, start base
- Material creation respects texture quality settings
- Physics constraints only applied when physics enabled
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- 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
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- 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
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- Use spherical coordinates (theta, phi) instead of circular (2D)
- Apply equal-area distribution formula for even spacing on sphere
- Convert spherical to Cartesian: (r, theta, phi) -> (x, y, z)
- Asteroids now surround player from all directions (above, below, around)
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- Fix scoreboard remaining count initialization
- Add setRemainingCount() method to Scoreboard class
- Initialize count once with total asteroids in Level1
- Remove incorrect per-asteroid notifications from deserializer
- Distribute asteroids evenly around base in circular pattern
- Calculate positions using angle: (i / total) * 2π
- Add small random variation (±0.15 radians) for natural spacing
- Set tangential velocities for orbital motion
- Apply to both LevelGenerator and CustomLevelGenerator
- Eliminate code duplication in level generation
- Convert LevelGenerator static constants to public instance properties
- Remove ~130 lines of duplicated code from CustomLevelGenerator
- CustomLevelGenerator now just inherits from base class
- Net reduction: 99 lines of code
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Adjust difficulty parameters to improve game progression, optimize rendering with proper layer assignments, increase projectile velocity for better responsiveness, and clean up visual effects rendering.
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Increase asteroid sizes, add ship-specific lighting, enhance sun brightness, adjust physics timesteps, and improve planet/asteroid material appearance. Increase planet count to 12 and move them farther from sun for better spatial layout.
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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.
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- 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
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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
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