Nova3D
Stale2024-02 → 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