JUMP TO: Audio Physics Rendering World Gen AI Network Releases Core Theory

> PROJECT BREAK-ROOM // FULL DEVELOPMENT LOGS

System initialized: 2024-08-01 | Last update: 2025-04-07

[AUDIO DEVELOPMENT]

2025-01-01 | 11:41 PM Initial soundtrack released: TheOtherSide
2025-01-31 | 12:11 PM New audio tracks added: "undercurrent-of-tensionunsettling.mp3" and "Feeding the dark.mp3"
2025-02-21 | 8:31 PM "consuming-desire.mp3" added to asset library
2025-03-05 | 2:12 AM "Pain.mp3" - New atmospheric track implemented
2025-04-08 | 02:11 AM ATMOSPHERE Integrated "White Noise Ambience" layer—dynamic intensity based on player sanity.
2025-04-12 | 04:17 AM BUG Audio distortions produce unintentionally coherent speech patterns.
2025-04-15 | 11:53 PM UPDATE New track "Recursive Echoes" added to ambient soundtrack.
> AUDIO SYSTEM: Dynamic mixing based on player proximity
> 5 original tracks completed
> 3D audio positioning enabled

[PHYSICS ENGINE]

2025-01-07 | 6:39 PM CANNON.JS Migrated from ammo.js to cannon.js - 1000x performance improvement
2025-01-12 | 8:20 PM CUSTOM ENGINE Began developing custom physics solution after cannon.js limitations
2025-01-13 | 8:19 PM AABB Implemented axis-aligned bounding box system for all collision objects
2025-01-17 | 1:50 AM FLIGHT Achieved stable ceiling collision - "landed upside down"
2025-02-27 | 12:21 PM HYBRID SYSTEM Successfully integrated cannon.js with custom AABB system
2025-03-08 | 1:06 AM BUG Discovered accidental rolling physics - preserved for future use
2025-04-09 | 03:45 PM COLLISION Implemented recursive collision detection—stable across infinite recursive layers.
2025-04-13 | 10:22 AM BUG Object masses spontaneously resetting to zero—temporary fix deployed.
2025-04-16 | 05:30 AM GRAVITY Gravity now dynamically adjusts based on player sanity levels.
> PHYSICS STATUS:
> Static bodies: automated collision
> Dynamic bodies: physics-based
> Hybrid system operational

[RENDERING SYSTEMS]

2025-01-02 | 1:50 AM MATERIALS Created dual-texture material (opacity + emissive) to reduce lighting load
2025-01-02 | 3:17 AM LOD Dynamic material switching system - switches to simplified versions under heavy load
2025-01-30 | 7:26 AM WEBGPU Enabled WebGPU rendering - massive performance gains
2025-03-28 | 12:09 PM BUG Critical lighting performance hitch discovered
2025-03-28 | 10:56 PM FIX Solved lighting issue by removing template lights and using global directional light
2025-03-05 | 11:24 AM BASIS Implemented texture compression - reduced draw calls to 20-30 range
2025-03-02 | 9:00 PM LIGHT POOLING Dynamic light pooling system implemented - only nearby lights rendered
2025-04-10 | 08:21 PM SHADERS New "Reality Fracture" shader implemented, visual anomalies scale with recursion depth.
2025-04-14 | 01:37 PM CRITICAL BUG Infinite recursion shader causing GPU overheating—urgent rollback executed.
2025-04-17 | 09:12 AM OPTIMIZATION Multi-layer rendering now optimized—stable at 120 FPS across recursive layers.
> RENDER STATS:
> WebGPU enabled
> Texture compression active
> Light pooling operational
> Draw calls: 20-30 range

[WORLD GENERATION]

2025-01-08 | 12:47 AM SCALE Doubled room sizes for better navigation
2025-01-24 | 11:38 PM TEMPLATE SYSTEM New generator uses single master template with 4 variants
2025-02-09 | 7:49 PM TEXTURES Greyscale base textures with dynamic shader coloring implemented
2025-02-18 | 12:14 AM MAZE GEN Completed maze generation for both main and vent systems
2025-02-23 | 10:30 AM OPTIMIZATION Reduced loading times to 17 seconds for multiplayer
2025-03-12 | 10:27 AM GENERATE V3 Final generator version - 3 second load times
2025-04-01 | 3:43 PM HEXSPHERE Deprecated hexagonal shard system in favor of grid-based approach
2025-04-02 | 5:21 AM PATHFINDING Functional prototype completed for 2D/3D AI navigation
2025-04-11 | 07:55 AM SEED SYSTEM Implemented unique player-based procedural seeds for personalized maze experiences.
2025-04-15 | 03:14 AM ERROR World generator spontaneously producing inaccessible areas labeled "Memory Zones".
2025-04-18 | 02:47 PM UPDATE Recursive maze algorithm now produces endless depth, fully navigable.
> GENERATION STATS:
> 10x10 grid system
> 5 template variants per room
> Vertical generation supported
> Loading time: 3 seconds

[AI DEVELOPMENT]

2025-02-19 | 12:47 PM PATHFINDING Basic AI navigation implemented
2025-02-19 | 7:15 PM OBJECT NAV AI can now navigate around interior objects
2025-02-21 | 9:51 PM BEHAVIOR Added detection, chase, and engagement behaviors
2025-03-11 | 12:59 AM BARREL HEAD Started development on Barrel Head enemy AI
2025-04-12 | 12:33 PM BEHAVIOR Enhanced AI now mimics observed player behaviors recursively.
2025-04-16 | 06:05 PM BUG AI entities demonstrating unintended emotional responses—observations logged for review.
2025-04-19 | 08:28 PM ADAPTATION AI pathfinding adapts dynamically to player's psychological state.
> AI SYSTEMS:
> 2D grid navigation
> 3D pathfinding prototype
> Simple state machine
> Enemy types: Drone, Hammer Head

[NETWORK ARCHITECTURE]

2025-02-22 | 09:29 AM CLIENT PHYSICS Implemented "physics bubble" system - clients handle 90% of physics locally
2025-02-26 | 03:13 AM SERVER Reduced server load: now only verifies critical actions (anti-cheat, collision reset)
2025-03-04 | 10:44 AM DATABASE Account system with unique usernames implemented
2025-03-05 | 2:42 AM LOGIN SYSTEM Scene loading from login screen implemented
2025-03-16 | 06:29 AM WEBSOCKET Persistent identity system operational across scenes
2025-03-19 | 10:39 AM TILE SYSTEM Position updates only broadcast to players in same tile
2025-03-21 | 10:34 PM OFFLINE MODE Hybrid online/offline system with local data sync
2025-03-15 | 6:38 AM MULTIPLAYER Basic multiplayer functionality restored
2025-03-18 | 3:00 AM BUG Player rotation synchronization issues
2025-04-09 | 11:07 PM P2P Deployed initial peer-to-peer recursive maze sharing system.
2025-04-14 | 07:20 AM CRITICAL ISSUE Network sync failures causing player desynchronization—temporary patch deployed.
2025-04-17 | 04:59 PM SECURITY New recursive encryption protocol ensures session privacy at all maze depths.
> NETWORK STATUS:
> Physics bubble: 90% client-side
> Tile-based updates
> Persistent connections
> WebRTC planned for Q2 2025

[INVENTORY & SYSTEMS]

2025-01-05 | 10:58 PM TERMINAL Added terminal interaction system - fly lands on keys to "type"
2025-03-22 | 8:51 AM INVENTORY Prototype UI complete - equipment system for cosmetic changes
2025-03-24 | 2:03 AM RNG Random generation system prototype completed
2025-04-10 | 09:41 AM INVENTORY Introduced recursive inventory slots—storage capacity scales with recursion depth.
2025-04-15 | 12:03 PM BUG Inventory duplication glitch at high recursion levels—temporary measures in place.
2025-04-18 | 11:33 PM TERMINAL Upgraded terminal interaction: Now dynamically responds to player's cognitive state.
> SYSTEM FEATURES:
> Terminal minigame
> Cosmetic inventory
> Persistent profiles
> Universal currency system planned

[RELEASE MILESTONES]

2025-02-18 | 1:54 AM Version 0.5 - First public release with procedural generation
2025-03-11 | 4:40 AM Version 0.55A - Early alpha release
2025-03-12 | 10:27 AM Version 0.56 - Generate v3 with 3 second load times
2025-03-18 | 8:50 PM Version 0.6 - Final pre-space release
2025-04-13 | 10:30 PM Version 0.7 released: Recursive Reality Update—major overhaul of rendering and maze depth systems.
2025-04-16 | 07:22 AM Version 0.8 Alpha: Introduces persistent player memory and recursive world generation features.
2025-04-20 | 12:00 AM Version 0.9 Beta Launch: Fully recursive environments, personalized procedural mazes, and adaptive AI now live.
> NEXT PHASE: Space game mode
> Planned features:
> - Player inventory system
> - WebRTC networking
> - UE5.5 client prototype
> - Hexagonal shard system revival

[CORE THEORY]

2025-02-26 | 3:30 AM HEXSPHERE Initial hexagonal shard system concept (Hexasphere)
2025-03-04 | 1:31 PM DATABASE Designed inventory slot system with item IDs
2025-03-21 | 8:23 PM OFFLINE Developed offline mode architecture with local data saving
2025-04-01 | 9:19 PM ENGINE Transition from PlayCanvas to Babylon.js begun
2025-04-07 | 4:42 PM RENDERING Canvas-to-3D pipeline proven viable (Demo)
2025-04-14 | 11:11 PM CRITICAL ANOMALY: System spontaneously generated code fragments referencing non-existent memories—investigation ongoing.
2025-04-17 | 03:33 AM Unexplained system-wide "heartbeat" signal detected—source unknown, documentation classified.
2025-04-19 | 09:09 AM Terminal logs becoming self-aware—entries now writing autonomously without player input.
> CORE CONCEPTS:
> Client-side physics bubbles
> Tile-based networking
> 2D-driven-3D rendering
> Engine-agnostic core architecture

[SYSTEM ANOMALIES]

2025-01-12 | 8:20 PM PERFORMANCE Physics engine causing severe performance issues
2025-03-11 | 10:57 AM BATCHING Draw call spike traced to template/static conflicts
2025-03-28 | 9:36 PM LIGHTING Discovered duplicate lights spawning per tile load
2025-03-18 | 3:00 AM SYNC Player rotation synchronization failures
> ACTIVE ISSUES:
> Mobile shader inconsistencies
> Rare physics desync at tile boundaries
> WebRTC handshake latency
> UE5.5 client integration challenges