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P0-A3: Part 510: Persistent Server Refactor

by on Jan.20, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

After quite a lot of work, the persistent rotation works. I have also refactored and optimised the existing system, and removed some inefficient and duplicate code. There are some minor bugs left to fix, but the system seems to be working well now.

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P0-A3: Part 509: Persistent Server Refactor

by on Jan.20, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The paging system seems to work fine. It works on the client and the server, so the player can move to a specific location, then quit the game, and resume from the same place. The player can also change control objects, etc, and this will all be stored correctly on the server. In future, I […]

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P0-A3: Part 508: Persistent Server Refactor

by on Jan.20, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have decided to extensively modify the existing paging system to work better and more efficiently with the loadlevelasync commands. So far, it is going reasonably well, but there is a lot of testing and other improvements left to make.

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P0-A3: Part 507: Persistent Server Refactor

by on Jan.13, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The loadlevelasync feature is working well with my existing paging system, but there are still some bugs and issues to fix. I will probably still need to make extensive changes to the system to allow it to work reliably in all cases, including over the network, etc. I also need to make sure that it […]

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P0-A3: Part 506: Persistent Server Refactor

by on Jan.13, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added a conceptual system to allow objects to be loaded into and out of the scene with very, very little framerate impact. This is a powerful ability, and I should be able to use this to create a proper paging system for the first time. I will need to modify my existing paging […]

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P0-A3: Part 505: Persistent Server Refactor

by on Jan.13, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The server persistence system now seems to basically work. The next step is the paging. I need to create and delete objects as they pass in and out of range of the player, and I need this to work over the server. First, I need to do some research into the loadlevelasync and unloadlevelasync functions. […]

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P0-A3: Part 504: Persistent Server Refactor

by on Jan.06, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I believe that I may have come up with a working solution to the issues that I was having with the persistent server. If I place the player at the origin, create the planets and other stellar objects, and then translate the player to their correct world space position, the system seems to work properly. […]

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P0-A3: Part 503: Persistent Server Refactor

by on Jan.06, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The persistent server concept is basically done, except for one serious issue that I have found. When the user disconnects from the server and then reconnects, the rotation values of the planets are incorrect. The planet seems to be in the correct positions, but it’s orbit (around it’s own axis) is wrong. This means that […]

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P0-A3: Part 502: Persistent Server Refactor

by on Jan.06, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The persistent server refactor is going well. I have made extensive modifications and improvements to the old system, and the preliminary testing that I have done has gone well. I should now be able to move objects in the world with 64-bit precision.

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P0-A3: Part 501: Persistent Server Refactor

by on Dec.30, 2018, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have completed some preliminary tests for the refactoring of the persistent server. The issue was that I was placing persistent objects using the unity transform, which stores positions in 32-bit precision, which isn’t enough. By storing the positions in 64-bit, and performing all calculations in 64-bit, then simply setting the transform to that value, […]

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