Kugelblitz

June 2017 (Week 1)

+ Got some basic blocking collisions going
+ Reworked the coordinate system to be way more flexible. I can basically get any point in my world with my coordinates without needing an actor to actually be there.
- Gonna make better collisions.

May 2017 (Week 4)

+ Created a noise generation library. Only value and Perlin noise for now, Voronoi might come in eventually.
+ Also made a dynamic texture material to test the noise gen. No immediate application, but it's nice to have in the toolbox.
+ Create landscapes around the level using the noise. Looks pretty good, but I meet dead ends relatively often. Voronoi might be better for creating obstacles that you can always get around of...
- Ship handles like a barge, so I'll be working on making it a bit more fun to drive.

May 2017 (Week 3)

+ Tile removal works!
+ The hyperspace collapses! Thanks vertex shaders.
- Gotta make a perlin noise generator, and then I'll use it to generate some damn obstacles on this damn pipe. Let's do this.

May 2017 (Week 2)

+ Actually fixed the spline generation, for real this time.
+ Separated the pipe collider and the visual pipe mesh
+ Create the outer pipe material
+ Stole a nice skybox from Spacescape (I'll make my own... Eventually)
- Didn't actually do that much
- Scared to start generating obstacle with Perlin noise, I'm pushing it off as much as possible

May 2017 (Week 1)

+ Basic spline and pipe generation
+ Spline-based cylindrical coordinate system completed
+ Smooth motions along all positions on pipes
+ Forces and Impulse for all axes and rotations
+ World origin shifting
+ Pipe generation in runtime
- Ship model uglier than sin
- Transition between splines kinda buggy
- Nothing for demo :(