Project log - Rewriting ship structure from almost scratch

Опубликовано: 26 Апрель 2026
на канале: jupiterbjy
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Completely overhauling (or writing from scratch) using previous prototype implementations.

Fixed engine gimbal jittering and heating effect, but mostly focused on rewriting from scratch to use bones instead of manual positioning in godot editor.

This now uses bones and bone names on almost everything to automatically determine module attachment points or module configuration.

For this example, there's total 35 Bones on ship core itself, each mountpoint being:

1 for root(ship core itself)
24 for RCS (rcs-0-l-cw-0-r-0, rcs-u-0-ccw-d-0-0, ...)
4 for Side boosters (sb-0-0-0-u-0-0, ...)
1 for spinal weaponry mount point
4 for turret mount
1 for engine mount

.. and each RCS and Engine model has 2 bones for Exhaust positioning & scaling.

So previously I had to manually place & toggle 12 flags for 6 DOF effect on each every single RCS thrusters in editor (Pitch, Yaw, Roll, Heave, Sway, Surge).

But with that flag coded into rcs bone name and transform being the bone's transform - rcs can generate in runtime exactly as ship designer intended in blender etc without opening godot editor. Tho RCS firing's not shown her yet.

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