Out-There Chill 👽
OK folks, it's been a long day/night of solid progress already, and I'm about to continue doing some more creative things after this too. But I wanted to share the progress and general direction of the MOOVPAD work that's ongoing.
Hope you enjoy this spacey themed vibe while we chat...
Minor Porting Reworks
So what's actually involved in porting code from a standard desktop or mobile app to Unity and vice versa? Well assuming your code is well formed right from the beginning (or you first draft it in large chunks and then refactor it like I am atm), then there are actually only minor changes. For example, declaration for the Unity Engine can be removed when porting out of there back towards a Class Library for desktop/mobile.
2D and 3D UI Options
The current dev work on the 3D concepts will not be replacing work on the traditional/2D "modern flat" UI. The idea with all the 3D projects is to enhance iterations of the project and provide an optional UX for those interested. However the traditional 2D UI may launch before the 3D versions, since many people (e.g. professionals and those who just want to train, period) would likely prefer it.
Code Refactoring Progress
Around 60-70% of the core objects previously written have been completely refactored. There's also about 40-50% of the old UI mono-layer that has now entered the pipeline for the process (i.e. working out what portions need or would benefit from restructuring and deliver benefits, and the best ways of structuring the objects in the new UI Interop layer). These were chosen because of their very large size in the old structure. When they were written in draft form, the main optimisation focus was on minimising complexity during development, rather than optimal code framework structure. The reason was simple... to get a working prototype and ensure the newly developed PAPE algorithms could be tested. Now though, I take the whole thing up a notch 😉
Until tomorrow then, stay awesome guys.
EMH