- Gave up on damping, just brutally set velocity to 0
- Added goal detection
- Learned that TTF fonts could be used, so created a "goal" message
- Read yesterday that Godot has coroutines, and even yield with signal support. It's even better than Unity in this regards :)
- Learned an elegant way to create global Event Bus - <https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/event-bus/> - great for capturing player messages etc
Day 7 (09.06.21)
- Tried to make positioning work based on terrain height, but couldn't figure out how to read height directly from HTerrain :(
- Used RayCast and disabled "flying" movement up + down for the player. Now it snaps in an ugly way, but it kinda works. Don't know how I'm going to solve this when "auto-moving" the player tho...
- Research: Found out that Zylann has made a Voxel Plugin(!) - but it's probably not the right thing to use unless we want lots of caverns and player destructible terrain (as stated in the doc). Other forum tips actually pointed to that Blender can be used to model the terrain and then imported. The performance shouldn't be that bad actually. Side note: Blender has some GIS import plugins)
- Spent a lot of time fiddling with params - as I stated I really shouldn't :P Cannot really figure out the turns - it is kind of frustratring. At least the throw length is more correct even if the lift is way to much on high speed throws
Day 8 (12.06.21)
- Improved player scaling, made the player a transparent cylinder of 2u to be able to measure with it (it currently "stays" in position if you zoom the camera back). Fiddled a lot with these transforms
- Made some kind of putting routines although it is quite useless below 0.3, only works between 0.4 and 0.5 in reality :-(
- Added silly crosshair
- Coded goal distance and added a "put disc" mode if you're close, tried to find the best measurements here, by using the goal basket and arm - which seems to be the best method
- Quickly added Zylann Scatter plugin at the end, should consider to add some randomizing to scale and rotation
- Next time I really need to start moving to a clean project and check in with Git code
Day 9/10 (14.06.21)
- Discussed with friends, they were not that happy with path trahectories (obviously, not me either)
- Changed goal and disc distance to be calculated ignoring Y-coordinate, this is because "intuituvely" when inspecting near distances they seem to be 1 m off, maybe because the center of the objects are used?
- Downloaded a 3D trail plugin and spent some time fiddling with it in order to make it look decent, guess it's kinda OK now
- Started creating a minimap with a separate overview camera, need to figure out visual layers (when getting to new project)
- Struggled a bit with getting to draw directly on the map, but made it somehow. Consider using a nicer texture to acheive antialiasing effects (instead of `draw_circle`)
- Fiddled way too long with disc algo again, still off no matter what we try. The LSF isn't taken hard enough into account.