Nova3D

Stale

2024-02 → 2025-05

Scale
511 commits, 499 files

Private repository

A 3D reinterpretation of Nova Drift, built on a trait-based upgrade system — my second-largest codebase, and the place where I learned what module boundaries buy you.

Nineteen assembly definitions.

Camera, skybox, ship types, weapon types, zone types, upgrades, upgrade code, music, notifications, assets, JSON data, edit-mode and play-mode tests, utilities and the main code each compile separately. The boundaries are enforced by the compiler rather than by discipline, which is the entire point — and it is the same instinct that shows up in every other thing I build.

Content lives in data.

Hulls, shields, weapons, zones and sounds are JSON, not code. A missing asset raises with diagnostics rather than failing silently: a fail-loud contract, because a silently missing sound is a bug you find months later.

Highlights

  • Nineteen assembly definitions with compile-time enforced boundaries
  • JSON-driven game content
  • Reactive state through R3
  • Full Russian and English localisation
  • Doxygen documentation published from CI

Stack

UnityC#URPVFX GraphUnity LocalizationAddressablesNewtonsoft.JsonR3