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Haha if you're talking about the 3D math, it's mostly in https://github.com/noaner/kuiper-shift/blob/main/src/math.ts -- sorry, it's a little messy. I worked off a few tutorials but relied a lot on this one: https://www.3dgep.com/understanding-the-view-matrix/. Figuring out rotations was the hardest part (but important to making the ship controls feel natural!). I wound up using matrices and referencing https://en.wikipedia.org/wiki/Rotation_matrix quite a bit. And tbh a lot of it was trial and error--I still don't know how or why some of it works.

That helps a lot, thank you!