Commit Graph

2 Commits

Author SHA1 Message Date
f11005fdb6 Refactor scoreboard to use GLB mesh and improve ship mechanics
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Build / build (push) Successful in 1m19s
- 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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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-04 13:41:17 -06:00
c21bd93c72 Refactor ship controls to force-based physics with world-space transformations
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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

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-31 11:20:31 -05:00