component for the player ship, which will be crucial for multiplayer support by enabling centroid-based calculations (4:14).
I show Bezi's Refactored Architecture and Implementation (5:07)
I review the refactored design document generated by Bezi, highlighting improvements like registration-based shifting, event-driven architecture, and multiplayer readiness (7:00).
I demonstrate Bezi implementing the new design, creating necessary components like ShiftableFloatingOriginBase, FloatingOriginReference, and derived classes for RigidBody, ParticleSystem, and TrailRenderer (13:53).
The manager class is refactored to include a subscription API and centroid calculations (14:39).
Testing the Refactored System (25:24)
I the new system by jumping the player ship 10,000 units from the origin and observe that the shift works correctly, and other objects maintain their relative distance (25:56).
I verify that the number of registered shiftable objects and references in the debug log, are correct, confirming the system's functionality (28:36).
Documentation and Conclusion (32:32)
I highlight the benefits of Bezi in generating and updating documentation within GitHub, including architecture diagrams (32:32).
I showcase Bezi fixing a syntax error in a Mermaid diagram almost instantly, emphasizing its utility for documentation and architectural design (34:40).
Outro (36:53).
Here's the refactored architecture design document:
https://github.com/gbradburn/3D-Space-Shooter-Tutorial/blob/floating-origin-system/Assets/floating-origin-architecture.md
And the README for the floating origin system:
https://github.com/gbradburn/3D-Space-Shooter-Tutorial/blob/floating-origin-system/Assets/_project/Scripts/FloatingOrigin/README.md
Check out Bezi at https://www.bezi.com/
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https://discord.gg/wrdqXPtw9y
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