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P0-A7: Part 780: Debugging, Improvements, etc.

by on Aug.09, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have added a “compile time tracker” script to the project to aid in continuing optimisation efforts, and I have been extensively debugging the core mechanics of the project. In particular, I have been testing the floating origin and persistence systems. I fixed a few minor bugs, but thankfully the core mechanics seem very solid, […]

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P0-A7: Part 779: Debugging, Improvements, etc.

by on Aug.09, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have added some decorative art to my project. I spent some time experimenting with the specular workflow in unity, and, combined with the recent addition of the postprocessing asset, the shiny, glossy, materials in the project are looking a lot better. I have also experiment with lighting and shadow to improve the presentation of […]

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P0-A7: Part 778: Debugging, Improvements, etc.

by on Aug.09, 2020, under Uncategorized

I have made some significant progress with adding ASMDEF files to my project. I had issues with adding them to my personal code, since my code is quite interconnected, so when I added the ASMDEF files I got errors. However, I have been able to add many of the third part assets in my project […]

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P0-A7: Part 777: Debugging, Improvements, etc.

by on Aug.02, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have fixed a variety of bugs and issues in the project, mostly involving collision, and optimisation. For the next few weeks I will be mainly focusing on more extensive debugging and optimising for the project. I want to focus on optimising my compile times and removing some unneeded code and assets from the project. […]

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P0-A7: Part 776: Debugging, Improvements, etc.

by on Aug.02, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have added “persistence” support to the “items” base class in my project. Previous, items could be picked up, moved, combined, used, etc, but these changes would not save, and the items would be back in their original positions when the user quit and restarted. Now, the positions of all items can be added to […]

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P0-A7: Part 775: Debugging, Improvements, etc.

by on Aug.02, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have improved the nVidia Ansel suppor tin my project, and now that the 4GB texture limitation has been removed, I can easily use Ansel to take super-resolution screenshots of my project. I intend to use these to create displates, and for other art projects. I have also tested and fixed several issues with the […]

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P0-A7: Part 774: 2020.1 Port

by on Jul.26, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

Unity 2020.1 has officially come out, and I have almost finished successfully porting the project to this version (from 2019.3). I had some minor issues with networking, which was due to an initialised variable in one of my custom server messages. This worked fine in previous versions of unity, but in 2020.1 it gave an […]

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P0-A7: Part 773: Debugging, Improvements, etc.

by on Jul.26, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have added the ability to load in new scens at runtime, and transition the players control to and from a player controller in those scenes. This was reasonably simple, but I intend to use it to create a Virtual Reality setup, essentially, a game within a game. This will allow the player to load […]

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P0-A7: Part 772: Debugging, Improvements, etc.

by on Jul.26, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have basically finished with the world builder for now. It is still quite basic, but it does provide enough randomness to produce interesting looking planets with some reasonably diverse biomes. There are still some issues with placing cities. I spent some time looking into a way to manually flatten city terrain to create a […]

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P0-A7: Part 771: Debugging, Improvements, etc.

by on Jul.26, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have made several improvements to the planet and world builder rendering systems. There were also some bugs that I ran into here that I fixed. They were mainly related to placing ground cover objects and cities on planets. When the planets parameters are highly randomised, the density and placement (height and steepness restrictions, etc) […]

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