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P0-A7: Part 748: Interiors, City Generation

by on May.31, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have mostly finished the Interior AI work. The AI can now enter and interact with merchants, order items, etc, and then leave. I still have to test the system with large numbers of AI, and I need to add some additional items types, etc, but this is going quite well.

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P0-A7: Part 747: Interiors, City Generation

by on May.31, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have added additional features to the NPC AI system. I have added various AI roles, such as merchants, etc, that the player can interact with. The player can order food and drink at restaurants and bars, and have it brought to their table. I have added gui menus, etc, to allow for item selection. […]

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P0-A7: Part 746: Interiors, City Generation

by on May.31, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have added the ability for AI NPC’s to enter interiors. I am generating the AI navigation graph for each interior asychronously as the interior loads, so there isn’t a major performance hit. I had some issues transitioning from one graph to the next as the AI enters and leaves interiors, but this is now […]

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P0-A7: Part 745: Interiors, City Generation

by on May.24, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have improved the AI pathing and graphing system in my project, and added added more performance improvements as well. I can now spawn AI NPC’s in my cities without huge performance issues. The next step is to add interior transitions, so that the AI can randomly enter buildings, perform actions, then leave.

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P0-A7: Part 744: Interiors, City Generation

by on May.24, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

The interior trigger and loading system is now working. The next goal is to add NPC characters to the system. I have decided to use the existing Morph 3D MCS system for this, since it is already integrated into my project. The problem with this is mainly due to performance. MCS performs a lot of […]

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P0-A7: Part 743: Interiors, City Generation

by on May.24, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have successfully integrated the new interior object with the city system. I had to make some changes to the scaling and height offset, but it worked out quite well. The exterior and interior of the building are different prefabs, and, for performance reasons, I am loading the exterior only until the user attempts to […]

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P0-A7: Part 742: Art

by on May.17, 2020, under Art and Designs, Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

The art for the new interior is basically done now. I have added lighting effects (using dynamic lighting only) and I have added some aura lights for the Aura 2 lighting system. I have created some food and drink items that the user will later be able to interact with. The scene looks reasonably good, […]

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P0-A7: Part 741: Art

by on May.17, 2020, under Art and Designs, Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

The artwork is basically done for the interior scene. I am now working on the texturing, and setting up the scene for unity. This scene needs to be loaded dynamically, so I intend to split it into two pieces. I will have a simpler scene for the exterior, and load this using instantiate, and then, […]

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P0-A7: Part 740: Art

by on May.17, 2020, under Art and Designs, Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have spent this week working on the art for a new interior scene in my project. I intend to add some story elements, etc, to this later.

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P0-A7: Part 739: Art, Build, nVidia Ansel

by on May.10, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have successfully integrated nVidia Ansel into my project using THIS asset from the asset store. The asset doesn’t work in the editor, but it does work in the build. Ansels allows for capturing stereoscopic 3D and super high resolution images, which will be useful for rendering out stills from my project. I am still […]

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