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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

  • ❌⚠️ Implementation of Player looking up and down; coordinate conversion is correct.

  • ✅ Player action optimization.

    1. ✅ Fall animation improved.
    2. ✅ Death animation improved.
    3. ✅ Extracted Effects into an independent, extensible library.
  • ✅ Trigger functionality refinement and detail implementation.

    1. ❌ Full lifecycle invocation working correctly.
    2. ✅ Re-entry issue fixed — triggers can now be repeatedly activated.
    3. ❌ Refactored implementation logic; preparing to implement abort and recover.
  • ✅ Module component fully implemented.

    1. ✅ Model size positioning issue confirmed, with logic for calculation clarified.
    2. ❌ Module loading logic not fully clear — needs prevention of model replacement.
    3. ❌⚠️ Tested with gear models to see if more interesting effects can be displayed.
  • ✅ Preparing for release, estimating workload, syncing contract development.

    1. ✅ Visual optimizations — experimenting with shadows.
    2. ✅ Implemented night scene lighting (added point and spot lights, but no effect yet).
    3. ❌ List all functions requiring optimization, implement details. Link: ver_1.0.0.md
    4. ❌ Publish a testable version for external users.
  • ✅⚠️ Legacy bug fixes

    1. ✅ Player standing on stop blocks with height differences — fall detection.
    2. ✅ 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

  • ❌⚠️ Implementation of Player looking up and down; coordinate conversion is correct.

  • ✅ Trigger functionality optimized — frame-synchronized animation and triggering.

    1. ✅ Unified animation handling in frame sync functions.
    2. ✅ System subsystem calls working.
    3. ✅ UI calls working.
    4. ✅ Adjunct calls working — adjunct methods can be used for animation.
    5. 🛑 Bag subsystem calls tested — Bag requires full redesign.
  • ✅⚠️ Game Mode implementation; analyzing various scenarios. Security issues deferred until sample version ready.

    1. ❌ Centralized resource loading.
    2. ✅ Disabled dynamic loading.
    3. ✅ Game map implementation (config specifies area; 2D map can be drawn later).
    4. ✅ Game mode supports independent server requests. One version published: mode.md
  • ✅⚠️ Deployment of Climb Stairs game (mobile playable).

    1. ✅ Fixed 3D content, displayed ads using “Ad space for rent” image.
    2. ✅ Added lock time for fall and death.
    3. ✅ Bug fix — player height error caused stair climbing issues.
    4. ❌ Bug fix — fall detection when crossing blocks with height differences.
  • ✅ Added countdown UI component for triggers.

  • ✅ Module component refactoring — models can be imported correctly.

    1. ✅ Mocked resource file for 3D display.
    2. ✅ Parameter setting tested, scaling needs to be handled in resource files.
    3. ✅ Added FBX parsing to ThreeObject.
    4. ✅ 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

  • ✅ Discussed trigger design with ChatGTP. Need to handle selection of system components and data modifications — quite complex.

  • ✅ On-chain text resources implemented. Prepared for triggers — text can be stored in Accounts or IPFS, like resources/textures/modules.

  • ✅⚠️ Trigger functioning correctly — conditions checked, control over adjuncts possible.

    1. ✅ Basic data structure designed, constants defined.
    2. ✅ Task data structure designed. Framework selects items and passes them to methods; TriggerBuild organizes workflow.
    3. ✅ TriggerBuilder tested and implemented. Workflow complete — from adjunct trigger to successful player activation.
    4. ✅ System component selection tested.
    5. ✅ Adjunct selection tested.
    6. ✅ Task system built to handle trigger operations.
  • ✅ Implemented continuous player actions — instead of chaining animations, motion is locked after triggering and camera dynamically adjusted.

    1. ✅ Falling motion implemented.
    2. ✅ High-altitude fall death handled.
  • ✅ Fixed player standing height bugs caused by block transitions.

    1. ✅⚠️ Adjusted standing height when crossing blocks with different elevations.
    2. ✅ Fall detection with block height differences.
    3. ✅ Stop stepping logic with elevation differences.
    4. ✅ Stop blocking logic with elevation differences.
    5. ✅ Stop stepping logic when crossing blocks with elevation differences.
    6. ✅ Stop blocking logic when crossing blocks with elevation differences.
    7. ✅ Fall detection when crossing stop with elevation differences.
    8. ✅ Fall detection on blocks with elevation differences.
  • ❌⚠️ Implementation of Player looking up and down; coordinate conversion is correct.

  • ✅⚠️ Developed Climb Stairs mini-game to test base systems.

    1. ✅⚠️ Stairs scene built; player can climb.
    2. ✅⚠️ Cross-block scene built.
    3. ❌⚠️ Reaching target platform should trigger success.
    4. ✅ Simulated billboard display.
  • ✅⚠️ Game Mode initial implementation — adjunct behavior differs by mode.

    1. ✅ Tested Trigger activation in different modes.
    2. ❌ Pre-rendering implementation (preload specified areas).
    3. ✅ Disabled dynamic loading in Game Mode.
  • ✅ 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

  • ✅⚠️ Standing on Stop implemented — players can climb stairs normally.

    1. ✅ Adjusted player standing height.
    2. ✅ Switching between stops works correctly.
    3. ✅ Fall detection works.
    4. ✅ Cross-block blocking detection works.
    5. ❌ Cross-block stop standing issue — requires handling component switching.
    6. ✅ Stop position detection separated — also applies to trigger activation.
  • ❌⚠️ Implementation of Player looking up and down; coordinate conversion is correct. --- Tested extensively, still not working; trigonometry seems insufficient.

  • ✅⚠️ Fixed screen control bugs (left/right turning).

  • ✅ Bug fixes.

    1. ✅ Missing block borders after Edit mode.
    2. ✅ Normal button malfunction fixed.
    3. ✅ Block altitude mismatch with 3D corrected.
    4. ✅ Player eye-level matching with block altitude corrected.
  • ✅ Event system implemented for 3D environment triggers.

    1. ✅ Event structure designed — independent component.
    2. ✅ System events implemented.
    3. ✅ Player events implemented ["fall","death"].
    4. ✅ Trigger entry events work.
    5. ✅ Block events implemented ["loaded","in","out"].
    6. ✅ Trigger events implemented ["in","out","hold"].
    7. ✅ Stop events implemented ["on","beside"].
    8. ✅ Two trigger modes implemented: 1) system-level events; 2) 3D object triggers.
  • ✅ Trigger functioning correctly — conditions checked, control over adjuncts possible.

    1. ✅ Basic data structure designed, constants defined.
    2. ❌ Task data structure design incomplete.
    3. ❌ TriggerBuilder incomplete.
    4. ❌ System component selection test missing.
    5. ❌ Adjunct selection test missing.
  • ✅ Adjuncts defined, parsed from raw external data.

  • ❌ Developed Climb Stairs mini-game for testing.

    1. ❌ Stair scene unfinished.
    2. ❌ Target platform trigger unfinished.
    3. ❌ 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