DRAFTING ROOM

ARMS ONLY

DONE SO THAT THE PLAYER CAN LOOK DOWN WITHOUT ANYTHING OBSTRUCTING VIEW. LIKE IN HALF LIFE, SKYRIM. BUT HAVING ARMS APPEAR WHEN RUNNING BREAKS THE SEAMLESSNESS OF ALWAYS HAVING THE PLAYER MODEL, ALWAYS A SENSE OF SELF.

March 25, 2026

Build

  • Implemented player vaulting, can be performed by pressing spacebar while sprinting towards geometry shorter than player
  • Removed bunny hopping
  • Kept air control the same to allow to jump when from a stand still
  • Player momentum preserved during first jump

March 24, 2026

Build

  • Iterated on multiple player models, adding different animations to one glb model.

March 23, 2026

Server

  • Temporary fix for the firebase server

Build

  • Lowered sideLight2 intensity for better pilaster geometry clarity
  • Player model testing in order to give the player a sense of self among the environment
  • Added a loading.gif while the scoreboard data is being fetched
  • Randomized background offset for visual variety
  • Consolidated scoreboard initialization and UI injection
  • Drone model loading properly hopefully

Model

  • Large swaths of environment modeled ontop and within compound
  • More detailing of planters above

March 22, 2026

Modeling

  • Iterated fluted pilaster textures. Inspired by New York City's Natural History Museum, Hall of African Mammals.
  • Positioned Pilasters on the 2^n bay grid, offset inwards by 2 feet to be recessed in the wall, making it a pilaster.

March 21, 2026

Modeling

  • Used Erode plugin to form bush geometry
  • Used a bush texture and reused same texture for colored variants

Build

  • Separated treeline geometry from transparent.glb and now loading Treeline.glb in start() function

March 20, 2026

Modeling

  • Shaped basic geometry for grand staircase

March 19, 2026

Modeling

  • Began modeling in large swaths.

Website

  • Reworked this log section appearance
  • Streamlined CSS use in these 3 htmls and tweaked scoreboard appearance

March 18, 2026

Modeling

  • Shifted use of 2^n from being the literal dimensions of building parts to fitting the building parts into a 2^n bay grid. ((The stairs are 8" but that is not a power of 2. Could change it to 6" which would make it 2^-1))
  • Chiseled texture is now doubled for guardrails and along the sloped stairs for symmetry. This solves the issue with a chiseled baseboard on one side and a chiseled upper-half of a guardrail. They are now both chiseled.
  • Reworked stairs and planters in between flights

March 17, 2026

Modeling

  • Worked on adding planters to grand staircase
  • Redone chiseled details on sloped geometry next to stairs to be 4' above tread nose. (only on steps to the right. must update elsewhere)

March 16, 2026

Modeling

  • Added tropical plant and planter
  • Finalized bench design

Build

  • Brightened scene by adjusting AmbientLight and DirectionalLights in start() function in GameStateManager
  • Set antialias to false in GameEngine
  • Adjusted window.devicePixelRatio to "0.5, 2" in GameEngine. 0.5 fall back or 2 for maximum if the screen allows. Done to fix distant tree blurring

March 15, 2026

Modeling

  • Installed fountain and mist particles using same fountain texture
  • Iterated on bench designs

Build

  • Added projectile collision detection
  • Water texture now uses UV scrolling instead of sprite sheet cycling

March 13, 2026

Modeling

  • Drafting Room designation
  • Furnishing drafting room

Optimizing

  • Logged potential optimizations and made improvements where necessary
DraftingRoom