Pushed a huge KesslerEdge v2.5 refactor. I was pretty happy when I figured out the old physics engine was really just simulating debris ricocheting around like a DVD logo on my screen bouncing between invisible walls. Which was completely pointless for collision detection. So that got thrown out, I wrote a deterministic orbital core where every one of the ~3500 pieces is now locked into their real 2D orbits which is then transformed into 3D space. It actually moves around without destroying the framerate. Before the end of the session I hooked up a UnrealBloomPass to the wireframe world and the debris that essentially makes the GPU compute that they are actually emitting light rather than it being a flat WebGL effect. Time to start work on game state tracking and collision detection loop.
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