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Скачать или смотреть Midnite Oil Software LLC Lunchtime Live Stream

  • Midnite Oil Software LLC
  • 2026-01-29
  • 26
Midnite Oil Software LLC Lunchtime Live Stream
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Описание к видео Midnite Oil Software LLC Lunchtime Live Stream

Doing a little game dev during my lunch break and figured I might as well stream it. I will be going over the updates I made to the 3D Space Shooter in preparation for adding multiplayer support.

In yesterday's stream I began trying to implement a floating origin system using the Bezi AI coding assistant.

While I was confident in the design that Bezi had proposed the actual implementation was not working correctly and I ran out of time before I could fix it.
In this livestream, I detail my process of refactoring the system (0:53).

Here's a breakdown of the stream:

Introduction and Problem Statement (0:53)

I explain the issue of jitter in rendering and physics breaking down when the player ship is too far from the origin (1:28).

I introduce the floating origin system as a solution, which shifts all objects closer to the origin when the player exceeds a certain threshold (1:41).

Initial Design Flaws and Proposed Refactor (2:34)

The initial design by Bezi was unreliable and not performant because it searched for all objects to be shifted every time (2:47).

I propose a new design where "shiftable" components register themselves with a manager, eliminating the need for constant searching (3:45).

I suggest a "floating origin reference" component for the player ship, which will be crucial for multiplayer support by enabling centroid-based calculations (4:14).

I show Bezi's Refactored Architecture and Implementation (5:07)

I review the refactored design document generated by Bezi, highlighting improvements like registration-based shifting, event-driven architecture, and multiplayer readiness (7:00).

I demonstrate Bezi implementing the new design, creating necessary components like ShiftableFloatingOriginBase, FloatingOriginReference, and derived classes for RigidBody, ParticleSystem, and TrailRenderer (13:53).

The manager class is refactored to include a subscription API and centroid calculations (14:39).

Testing the Refactored System (25:24)

I the new system by jumping the player ship 10,000 units from the origin and observe that the shift works correctly, and other objects maintain their relative distance (25:56).

I verify that the number of registered shiftable objects and references in the debug log, are correct, confirming the system's functionality (28:36).

Documentation and Conclusion (32:32)

I highlight the benefits of Bezi in generating and updating documentation within GitHub, including architecture diagrams (32:32).

I showcase Bezi fixing a syntax error in a Mermaid diagram almost instantly, emphasizing its utility for documentation and architectural design (34:40).

Outro (36:53).

Here's the refactored architecture design document:
https://github.com/gbradburn/3D-Space...

And the README for the floating origin system:
https://github.com/gbradburn/3D-Space...

Check out Bezi at https://www.bezi.com/

If you'd like to offer any suggestions or comments or have any questions join my Discord and post them there:
  / discord  

In case you'd like to show your support by buying me a coffee:
https://ko-fi.com/gregorybradburn

Grab my free Object Pool Manager from the Unity Asset Store
https://assetstore.unity.com/packages...

Unity Asset Store
Top New Assets: https://assetstore.unity.com/top-asse...
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If you're thinking of subscribing to any Unity subscription products, use these links:
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Unity Partner Courses: https://prf.hn/click/camref:1100lzsEu...

My Social Media Links:
My itch.io site: https://midniteoilsoftware.itch.io/
Twitter:   / softwareoil  
Discord:   / discord  
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