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TODO

  • Build the basic framework and design the coding style.
  • Multi-parameter player controller.
  • Polygoncollider2D needs to be generated from the mesh, and concave polygons need to be supported.
  • Accurate clipping, and the minimum number of game objects mounted.
  • Add move following and rotation following states to the SlicerController.
  • The camera controller, based on Cinemachine cameras, requires enough pithy.
  • The AI of game NPCS requires high scalability and state-based production.
  • Optimal handling of physical collisions in which multiple objects physically form an assembly.
  • It can detect complex physical collisions without using rigid body components.
  • Portal, Total War Simulator like level editor, edit the level while the game is running.

Project milestone

  • The algorithm of generating polygoncollider2D mesh based on mesh triangle is completed, and the performance is good, and it supports concave polygon.

    • The core idea of the algorithm is to find all triangles according to mesh and make them two-dimensional, and remove redundant, intersecting triangles and vertices that do not form a triangle. Finally, a greedy algorithm is used to generate polygoncollider2D. I am glad that Unity mesh models are already triangulated, which saves me a lot of trouble.

    ——2023.9.11

CreatPolygonCollider

  • Very accurate slicer box, and the parameters are very concise, the code logic is good.

    • Based on Ezy-Slice. A slicer box is generated based on some mathematical and linear algebra calculations, and the object pool framework is used. So far, slicer box is working very well.

    ——2023.9.16

SlicerBox