Connection issues partially fixed, a few cases remain.
Local dev environment simplified further (mini-presentation + group Godot session held during the week).
Planets are now in a single reference frame on the server side → dynamic server meshing needs to be adapted, but the code will end up simpler.
.blend files → dedicated cloud (read-only for everyone, restricted write access). It will only be opened once backups are in place. Exports and textures stay in the Godot Git repository.
Ongoing bugs: players not seeing each other, and T-pose (players as well as NPCs) that seems to trigger when someone was already connected before you.
Docs + scripts for materials and Blender export delivered on the 3D side.
🌤️ Atmosphere & shading (warpzone_bar)
Shadow precomputation in progress: the light source is too far away, chunks are poorly lit. Part of it will remain real-time. A detailed post is coming.
Atmosphere configured per planet, brightness added on moons.
Stellar data check: star temperature changed from 3555 K to 4831 K, equilibrium temperatures of Gaïa and Sandbox recalculated, Sandbox atmospheric composition corrected. The new JSON will be integrated and reset on pre-prod.
🪐 Planetology (bitogno)
Gaïa receives about 2× Earth's UV → vegetation impossible. Proposal: swap Gaïa and Sandbox, since Sandbox is protected by its corundum cloud. A moon will be added to Gaïa (tilt / rotation speed).
Corundum veil: ceiling around 3500 m, thickness to be reviewed (considered too thin), white in full daylight and pinkish at sunrise/sunset. To be done with volumetric clouds. Kainan warns about the risk of an overly dazzling render.
Winds from the equator toward the poles, polar anticyclone, very cold poles. No surface water on Sandbox (soil rich in extractable water, ice on moon 2).
The star will be renamed Tarsis Alpha. Definitions of all planets + wiki to be redone.
🎮 Game design (Kainan)
Meeting tomorrow evening: engine stats as a priority, roads if time allows.
Helmeted NPCs for UV protection → fewer faces to produce. Idea of domes or covered areas in cities.
Elevator / freight lift to climb back up from canyons, to be added to the MVP doc. The tech will also be used for elevators.
Vehicles: spawn in a closed hangar for rental missions, tow truck for heavy damage, consequences if the vehicle is returned damaged. Interchangeable modules at the back of the truck.
Housing: containers ready, materials and layout still to be decided.
✅ Follow-up
ddurieux: cloud + backups, cliff export script, server meshing adaptation, biomes per zone.
bitogno: finalize the JSON, biome listing, wiki update.
warpzone_bar: explanatory post on shadows, validation of the figures.
Voice call to schedule during the week on QGIS layers / biomes.