April 27, 2026
Build
4 directional light's + intensity
- 4 directional lights added in GameStateManager.js for more contrast in geometry.
- Two fingers on mobile should work, to allow jumping while also moving using the joystick.
Model
Walls on 32' bay, new columns & restaurant layout
- Iterated on columns/pilasters form. Sloped portion dropped down to be against the wall to act as support and a smaller 4'x4' column supporting the railing.
- Simplified chiseled planters and grouped certain areas to not have geometry intersect other geometry
- Added tables and benches for the resaurant
- Center of walls align to 32' bay grid.
- Due to this ^^^ the tiles are misaliged by 1' and I began to compensate for this, making 1' wide curbs wrapping around columns to cover the 1' tile, but this is adding shit ontop of shit.
- Realigned ceramic tiles with the bays. Pushed railings and guardrails inwards so the wall below is algined with the grid, just as it is in the larger platforms with the pilasters (to the left in pic)
April 26, 2026
Model
32' bays & railing
- Centers of all columns and pilasters are aligned to the 32' bay grid. Platforms and walls are built offset inwards.
- New railing design for outer edges
- Monolithic walls are sloped at 32' every 1'. Testing, not convinved.
April 25, 2026
Build
Damage flash and enemy collision
- Damage Flash added styled with mix-blend-mode: multiply in main.css
- Drones now collide with eachother. No longer stacking which caused what would appear like one drone to deal more than one hit
- Each projectile rotates randomly
- Re-worked projectile texture
April 24, 2026
Build
Mobile & Current Loading
- Webpages look better on mobile. Loading context responds too
- Added a line above loading log with its own borders to display model currently being loaded
Model
Transparency.glb
- Added more trees from tonytextures
- Fixed naming of the seamless grass texture so the loading log doesn't stretch so wide
April 22, 2026
Model
WorldDrafting
- Began working on drafting in WorldDrafting.skp. So I can have different locations connect
Build
Sliding
April 21, 2026
Build
Run npx gltf-transform join
- When asking about controlling meshes in GLBs, I realized the meshes in the loading registry go from mesh_0 - mesh_447. This is due to multiple groups in SketchUp. I was then shown"gltf-transform join".
Website
Loading Context & Drafting Room Appearance
- In order to report a model loading and its texture in the loading context I need to add "registerExpected('geometry')...". This was changed and I now any loader.load will be sent through "patchLoader" which sends it through to LoadingRegister to be tracked
- LoadingRegister.js to handle the loading state and progress reporting for the loadingContext.
- Messed with mixblend modes and borders
Model
Loading Context
- Began renaming textures after seeing what the textures names in from the loding registry. Need to rename the file and reimport it into the SketchUp model.
April 20, 2026
Website
Loading and scoreboard
- Scoreboard text and loading context. "GameStateManager.js — single source of truth for all model loading"
April 19, 2026
Website
Loading and scoreboard
- Vertical loading bars, black box for the loading log, and scoreboard visual overhaul (borders and text mixblendmodes).
- Tested adjusting FOV when at the computer to see space around the desktop and not using a fullscreen iframe, for the camera to only be in front of the iframe screen. A method at showing the layered game engine stuff ontop of a typical webpage. To make a clear distinction.
Model
Utility Door
- Modeled utility door with new textures and chair upholstery
April 18, 2026
Website
Drafting Room redesign
- Reworking the drafting room layout and design. The ENTER button, loading bar and track text is all created in the game engine.html and sits ontop of the drafting room html.
April 17, 2026
Model
Utility Door
- Modeled utility door with new textures
Build
Doors
- Doors now load as individual GLB models and the hinge (pivot point) is calculated from the door's bounding box min corner and the hardcoded X+0.0131 and Z+0.0483
Website
Font
- Updated website font to IoskeleyMono from https://github.com/ahatem/IoskeleyMono/releases
April 16, 2026
Model
Colonnade & more plants
- Began work on the colonnade and adding more plants. Need to make the plants taller. Taller trees and taller trunks.
Build
Optimizations & doors
- Doors load as their own glb models now, might change back to hardcoded to save memory
- MAC was stuttering, now log the draw cells, triangles and geometry. Geometry seems to be the issue and it is an issue with SketchUps glb export.
April 15, 2026
Website
Back button styling
- Iterated back button, now ENTER button
- Added loading bar and asset loading trackers that logs what has been loaded. Prevents player from entering game until all assets are loaded.
April 14, 2026
Website
Calendar improved
- Tightened calendar layout
April 13, 2026
Website
Calendar implemented
- Calendar implemented and added to drafting room
April 11, 2026
Build
Hand awareness and cursor
- Player hand awareness added and mouse cursor created
Model
Desktop model cleanup
- Simplified desktop computer model and consolidated desktop tower textures
April 10, 2026
Build
Slopes, audio, hell fixes
- Added sliding down slopes steeper than 45°
- Elevator music and elevator ding added as positional audio
- Fixed capsule and camera height changes when falling to hell
Model
Scaled Catalyst physical drawings
- Scaled physical drawings of the Catalyst to rework digital model and now the proportions are significantly better
April 9, 2026
Build
Forest implemented and hell improvements
- Catalyst model folder created and loads
- Reworked webpage background contrast
- Raised demon swarm intensity and face adjustments colliding with elevator
- Elevator remodeled and re textured
- Fog when falling into hell adjustments
Model
Z5 object randomizer and transparent slopes
- Added transparent ramps at the stairs slope for smooth movement while climbing stairs
- New tree appearance for taller trees with Bark
- Tall grass object rotated and positioned randomly using new, free extension
April 8, 2026
Build
Drones and positional audio
- Drones buzz like wasps with positional audio nodes assigned to the closest 20 drones
April 6, 2026
Build
Hell improvements
- Hell sequence additions and optimizations
April 3, 2026
Build
Hell improvements
- Hell sequence improvements
April 2, 2026
Build
Fingerprint id and sinking system in hell
- Mobile & Incognito fingerprint id fixed
- Scoreboard re-styled
- TypicalWebpage and DraftingRoom log-section styles tightened for mobile
- Added cooldown for fountain launch
- Mobile jump button bug fixes and restyling to cover entire bottom right corner of screen
- Used fountain texture for bloom stream and established a sinking system
April 1, 2026
Build
Mobile movements fixed
- Mobile movements fixed, syncing with desktop movements/animations
March 31, 2026
Model
Player model
- Reimported Steak model with wider shoulders, re-textured skin and re-modeled hands
Build
Player model
- Mess with HAND_OFF = 0.0000001 & SHOULDER_SPREAD = 3 in PlayerHands.js to adjust arm positioning when firing projectiles.
- Added a mirror using Reflector.js (added to objects folder) to adjust player model.
- RUN_ARM_SPREAD = -0.30 in PlayerHands.js to adjust arm spread during run animation.
March 30, 2026
Model
Elevator model
- Swapped out elevator model and platform model
Build
Hell improvements
- Fixed how the models above fade when falling into hell
- Red fog fades to white fog when rising up the elevator. Bloom applied to this
Optimize
Hell improvements
- Continued to reduce lag before, during and after hell sequence
March 29, 2026
Build
Hell improvements
- Added floating heads in hell, WIP
Optimize
Hell improvements
- Reduced lag during and when falling into hell
March 28, 2026
Model
Plants and bench rearrangement
- Rearranged planters and stairs on grand staircase
- Shifted around benches around fountain on second level
Build
Player momentum improvements
- Momentum maintained after first jump
- Changed player sprint and walk controls
- Center of the fountain launches player upwards
- Added "falling" animation
Optimize
Frustum culling
- Frustum culling implemented for enemies. Very effective
March 27, 2026
Build
Player model
- Used textures from muscle man on low poly skinny model and now it looks good when the head pivots
- Hand held out to "cast" a projectile. With hand being positioned in the rotation the camera is facing, palm open, fingers fanned and arms extended outwards.
- Crouch & crouch idle animation added
- Implemented two hand system and introduced PlayerHands.js to keep track of hand interactions and status
- Vaulting animation added
- Effective optimizing fix for hell sequence
March 26, 2026
Build
Player model
- Testing different player models, obtained 3 good test models
- Added neck pivot
- Discovered player model was super small and was being placed at the end of the collider, which was under the camera, appearing as if the player is large but actually very small. Problem was Maximo's export
March 25, 2026
Build
Player momentum
- 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
Player model
- Iterated on player models and baking animations to a glb model.
March 23, 2026
Server
Server fix
- Temporary fix for the firebase server
Build
Player model & other things
- 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
Environment modeling
- Large swaths of environment modeled ontop and within compound
- More detailing of planters above
March 22, 2026
Modeling
Pilaster 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
Erode plugin bush modeling
- Used Erode plugin to form bush geometry
- Used a bush texture and reused same texture for colored variants
Build
Treeline.glb
- Separated treeline geometry from transparent.glb and now loading Treeline.glb in start() function
March 20, 2026
Modeling
Grand staircase modeling
- Shaped basic geometry for grand staircase
March 19, 2026
Modeling
Large swaths modeling
- Began modeling in large swaths.
Website
Log section and Typical Webpage
- Reworked this log section appearance
- Streamlined CSS use in these 3 htmls and tweaked scoreboard appearance
March 18, 2026
Modeling
2^n bay grid and chiseled texture
- 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
Grand staircase planters
- 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
Bench design and tropical plant
- Added tropical plant and planter
- Finalized bench design
Build
Lighting and performance adjustments
- 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
Fountain & mist particles
- Installed fountain and mist particles using same fountain texture
- Iterated on bench designs
Build
Projectile collision and water texture
- Added projectile collision detection
- Water texture now uses UV scrolling instead of sprite sheet cycling
March 13, 2026
Modeling
Drafting Room designation and furnishing
- Drafting Room designation
- Furnished drafting room
Optimizing
Thorough optimization
- Logged potential optimizations and made improvements where necessary