July 2025, 3D Engine Development
2025.7.25~2025.7.31
Promotion (Content and Video)
- ✅ Episode 5 (2025.7.28), vlog update covering last week’s progress. Not yet uploaded to YouTube.
3D Engine Development
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❌⚠️ Implementation of Player looking up and down; coordinate conversion is correct.
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✅ Player action optimization.
- ✅ Fall animation improved.
- ✅ Death animation improved.
- ✅ Extracted Effects into an independent, extensible library.
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✅ Trigger functionality refinement and detail implementation.
- ❌ Full lifecycle invocation working correctly.
- ✅ Re-entry issue fixed — triggers can now be repeatedly activated.
- ❌ Refactored implementation logic; preparing to implement abort and recover.
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✅ Module component fully implemented.
- ✅ Model size positioning issue confirmed, with logic for calculation clarified.
- ❌ Module loading logic not fully clear — needs prevention of model replacement.
- ❌⚠️ Tested with gear models to see if more interesting effects can be displayed.
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✅ Preparing for release, estimating workload, syncing contract development.
- ✅ Visual optimizations — experimenting with shadows.
- ✅ Implemented night scene lighting (added point and spot lights, but no effect yet).
- ❌ List all functions requiring optimization, implement details. Link: ver_1.0.0.md
- ❌ Publish a testable version for external users.
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✅⚠️ Legacy bug fixes
- ✅ Player standing on stop blocks with height differences — fall detection.
- ✅ Player crossing blocks — fall detection.
2025.7.18~2025.7.24
Promotion (Content and Video)
- ✅ Episode 4 (2025.7.19), vlog update covering last week’s progress. Not yet uploaded to YouTube.
- ✅ Purchased an important prop for “Cattle-Horse-Donkey Journey”: the donkey. Tested interaction with tourists at the viewing platform, including photo-charging experiment.
3D Engine Development
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❌⚠️ Implementation of Player looking up and down; coordinate conversion is correct.
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✅ Trigger functionality optimized — frame-synchronized animation and triggering.
- ✅ Unified animation handling in frame sync functions.
- ✅ System subsystem calls working.
- ✅ UI calls working.
- ✅ Adjunct calls working — adjunct methods can be used for animation.
- 🛑 Bag subsystem calls tested — Bag requires full redesign.
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✅⚠️ Game Mode implementation; analyzing various scenarios. Security issues deferred until sample version ready.
- ❌ Centralized resource loading.
- ✅ Disabled dynamic loading.
- ✅ Game map implementation (config specifies area; 2D map can be drawn later).
- ✅ Game mode supports independent server requests. One version published: mode.md
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✅⚠️ Deployment of Climb Stairs game (mobile playable).
- ✅ Fixed 3D content, displayed ads using “Ad space for rent” image.
- ✅ Added lock time for fall and death.
- ✅ Bug fix — player height error caused stair climbing issues.
- ❌ Bug fix — fall detection when crossing blocks with height differences.
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✅ Added countdown UI component for triggers.
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✅ Module component refactoring — models can be imported correctly.
- ✅ Mocked resource file for 3D display.
- ✅ Parameter setting tested, scaling needs to be handled in resource files.
- ✅ Added FBX parsing to ThreeObject.
- ✅ Used events for asynchronous module parsing.
2025.7.11~2025.7.17
Promotion (Content and Video)
- ✅ Episode 3 (2025.7.14), vlog update covering last week’s progress. Not yet uploaded to YouTube.
3D Engine Development
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✅ Discussed trigger design with ChatGTP. Need to handle selection of system components and data modifications — quite complex.
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✅ On-chain text resources implemented. Prepared for triggers — text can be stored in Accounts or IPFS, like resources/textures/modules.
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✅⚠️ Trigger functioning correctly — conditions checked, control over adjuncts possible.
- ✅ Basic data structure designed, constants defined.
- ✅ Task data structure designed. Framework selects items and passes them to methods; TriggerBuild organizes workflow.
- ✅ TriggerBuilder tested and implemented. Workflow complete — from adjunct trigger to successful player activation.
- ✅ System component selection tested.
- ✅ Adjunct selection tested.
- ✅ Task system built to handle trigger operations.
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✅ Implemented continuous player actions — instead of chaining animations, motion is locked after triggering and camera dynamically adjusted.
- ✅ Falling motion implemented.
- ✅ High-altitude fall death handled.
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✅ Fixed player standing height bugs caused by block transitions.
- ✅⚠️ Adjusted standing height when crossing blocks with different elevations.
- ✅ Fall detection with block height differences.
- ✅ Stop stepping logic with elevation differences.
- ✅ Stop blocking logic with elevation differences.
- ✅ Stop stepping logic when crossing blocks with elevation differences.
- ✅ Stop blocking logic when crossing blocks with elevation differences.
- ✅ Fall detection when crossing stop with elevation differences.
- ✅ Fall detection on blocks with elevation differences.
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❌⚠️ Implementation of Player looking up and down; coordinate conversion is correct.
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✅⚠️ Developed Climb Stairs mini-game to test base systems.
- ✅⚠️ Stairs scene built; player can climb.
- ✅⚠️ Cross-block scene built.
- ❌⚠️ Reaching target platform should trigger success.
- ✅ Simulated billboard display.
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✅⚠️ Game Mode initial implementation — adjunct behavior differs by mode.
- ✅ Tested Trigger activation in different modes.
- ❌ Pre-rendering implementation (preload specified areas).
- ✅ Disabled dynamic loading in Game Mode.
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✅ Code cleanup — removed unnecessary globals, adjusted call positions.
2025.7.4~2025.7.10
Promotion (Content and Video)
- ✅ Website updated — Record published as a section. Link: 2025-06-log
- ✅ Daily X updates (1 image + 2 pieces of content) to attempt gaining attention.
- ✅ Episode 2 (2025.7.8), vlog update covering last week’s progress. Not yet uploaded to YouTube.
Project AI
- ✅ Discussed “Cattle-Horse-Donkey Journey” plan with ChatGTP from investment and content perspectives; explored AI insights.
3D Engine Development
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✅⚠️ Standing on Stop implemented — players can climb stairs normally.
- ✅ Adjusted player standing height.
- ✅ Switching between stops works correctly.
- ✅ Fall detection works.
- ✅ Cross-block blocking detection works.
- ❌ Cross-block stop standing issue — requires handling component switching.
- ✅ Stop position detection separated — also applies to trigger activation.
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❌⚠️ Implementation of Player looking up and down; coordinate conversion is correct. --- Tested extensively, still not working; trigonometry seems insufficient.
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✅⚠️ Fixed screen control bugs (left/right turning).
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✅ Bug fixes.
- ✅ Missing block borders after Edit mode.
- ✅ Normal button malfunction fixed.
- ✅ Block altitude mismatch with 3D corrected.
- ✅ Player eye-level matching with block altitude corrected.
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✅ Event system implemented for 3D environment triggers.
- ✅ Event structure designed — independent component.
- ✅ System events implemented.
- ✅ Player events implemented ["fall","death"].
- ✅ Trigger entry events work.
- ✅ Block events implemented ["loaded","in","out"].
- ✅ Trigger events implemented ["in","out","hold"].
- ✅ Stop events implemented ["on","beside"].
- ✅ Two trigger modes implemented: 1) system-level events; 2) 3D object triggers.
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✅ Trigger functioning correctly — conditions checked, control over adjuncts possible.
- ✅ Basic data structure designed, constants defined.
- ❌ Task data structure design incomplete.
- ❌ TriggerBuilder incomplete.
- ❌ System component selection test missing.
- ❌ Adjunct selection test missing.
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✅ Adjuncts defined, parsed from raw external data.
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❌ Developed Climb Stairs mini-game for testing.
- ❌ Stair scene unfinished.
- ❌ Target platform trigger unfinished.
- ❌ Cross-block scene unfinished.
Rules Center Contract
- 🛑 Framework for contract split into items.
- 🛑 Contract API designed to output Septopus Declaration, preparing for display in 3D world.
King Center Algorithm
- ✅ Low-gas “random selection” algorithm implemented. Link: functions.md