3d => 2d
reinvention was the name of the game this week.
with the 3d shooting scene getting too complex it was tentitively replaced with a 2d iteration that uses PhysicsRayQueryParameters2D to do calculations instead and so far its looking very good
i had to remake
- level cell generation
- raymarching
- balistic calculations for drop
- make new turret art
- more that has been forgotten
but the results were worth it. we can still fire a ton of projectiles without sacrificing performance, and destructible building physics were a easy step once the remake was done, thinking back to how much pain it was to make the raymatching the first time it very easily came together on the second go. hindsight makes a difference.
here is the new turret and building. it flies for now.
muntion remake
the next step in this master plan is undoing the mess i made of the munitions system. back in post 2 i mentioned ammo intake and how it works. i had decided to use a balance system in combo with a node based system.
the idea was that when a munition is loaded on the factory side, it is converted into a series of nodes and edges that have a clear dependancy, that way as the munition strikes something we can cheaply see what it should do. turns out this was naive thinking and an unneeded abstraction, at least at this stage.
so what do we do instead? we just use the munition the player made in the factory. the assembled munition is already a 2d grid so we can pretty easily do raycast tests on it for impacting surfaces, and if we simply add weight and hardness and other bullet-like-stats to the factory floor entities then we can get things like projectile weight and centre of gravity much more easily.
while doing this, i also added a new loader graphic that doesnt look like the targeting system and made some template bullets for easier testing.
big loading area

