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P0-A5: Part 665: HDRP, Advanced GUI, Dynamic Story Generator

by on Dec.08, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have made some more progress with the HDRP. I have fixed some bugs that were causing some issues, and replaced or modified several simple shaders that were also causing issues. The next two goals are to come up with a simple concept for the terrain blend shader, and fix the issue with the background […]

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P0-A5: Part 664: HDRP

by on Dec.08, 2019, under Art and Designs, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been working with the new shadergraph in the HDRP to try to replicate my terrain blending shader. I am trying to blend multiple textures using the height of the vertices to select a texture, so higher vertices would have snow, lower ones would have grass, etc. I have achieved a very simple proof […]

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P0-A5: Part 663: HDRP

by on Dec.08, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The research into the HDRP is not actually going too bad so far. I have managed to get the shaders on my characters basically working (although their clothes have some clipping issues) and most of the other shaders work properly. I have also fixed some minor issues that I was having before. The main issues […]

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P0-A5: Part 662: HDRP

by on Dec.08, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

Unity 2019.3 is almost out, and the High Definition render pipeline will be officially out of preview in that version. For that reason, I have decided to do some more research into porting to the HDRP. There are a great many issues with porting my project, because I have a lot of custom shaders and […]

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P0-A5: Part 661: Procedural City Generator

by on Dec.01, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been working on improving the real-time performance of the procedural city asset in my project. There is a noticeable drop in framerate when loading in even small cities, and this needs to be solved. My idea was to load all of the building objects themselves into another scene, and then load this scene […]

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P0-A5: Part 660: Artificial Horizon/Turn Coordinator

by on Dec.01, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

To complete the GUI work for now, I have added a simple artificial horizon and turn coordinator to the helm of the players ship. They correctly rotate in all axes as the ship moves, and provide a clear visual indication of the players orientation. The system is quite simple, but it works well enough for […]

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P0-A5: Part 659: GUI’s

by on Dec.01, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have added a reasonably complex gui that controls the ships reactor. The gui buttons and sliders are all wired up to the in game variables, and the effect looks quite strong. I intend to add more gui widgets and control in the future, but I think the colour scheme and the current gui widgets […]

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P0-A5: Part 658: GUI’s

by on Dec.01, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have decided to spend some time upgrading and enhancing the gui system in my project, and to add the random events that I created last week into the gui system. It is now possible to control fires, radiation leaks, etc, all from guis that are placed within each compartment.

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P0-A5: Part 657: Random Events

by on Nov.24, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The random event system is now basically done. I have not integrated it fully into the main game yet, there are still some variables and effects that are not wired up to anything, but the concept code is more or less working. It seems to work quite well, and there is great potential to extend […]

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P0-A5: Part 656: Random Events

by on Nov.24, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have started implementing a complex new system of random events. The system will currently only affect the players capital ship. It is designed to random create fires, power failures, radiation leaks, and various complex types of failures in many of the different systems used in the game. These failures will have effects on the […]

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