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P0-A5: Part 654: AI Improvements, Debugging

by on Nov.17, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

In addition to some more debugging, the AI system is now basically done. The AI is spawned using a server command, and then created on the client. I have also fixed some other minor issues, including rotation issues with particle effects, etc. The next goals are to create the art for the AI controlled ships, […]

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P0-A5: Part 653: AI Improvements

by on Nov.17, 2019, under Astral Realms, P0_A5, Software and Games, Spiritus Astrum

I have added support for a variety of weapons and defensive systems for both AI and players. In addition to guided missiles, I have manually and automatically controlled gun turrets and “CIWS” guns, which are capable of shooting down missiles, etc. The combat is very rudimentary at the moment, but it seems to work quite […]

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P0-A5: Part 652: AI Improvements

by on Nov.17, 2019, under Art and Designs, Astral Realms, P0_A5, Software and Games, Spiritus Astrum

I have spent quite a bit of time on adding combat mechanics to the new AI ships in the game. The AI ships and the player can target each other and fire missiles at each other, and can sustain and inflict damage which disables and destroyed various systems on both ships.

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P0-A5: Part 651: Debugging, New Features

by on Nov.10, 2019, under P0_A5, Software and Games, Spiritus Astrum, Uncategorized

The core mechanics of the AI system is basically done. There are some issues with it, which will need to be fixed before I can move on, but it works ok in concept. The next goal, after refactoring the code, is to add randomly appearing enemies into the world, and add combat, damage, and other […]

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P0-A5: Part 650: Debugging, New Features

by on Nov.10, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have had a few additional issues with the AI ships. The issues were related to the AI not being able to decelerate in time when approaching the players position. I think I have managed to fix these issues by allowing the AI ships to know what the players velocity is, so that they can […]

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P0-A5: Part 649: Debugging, New Features

by on Nov.10, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have implemented a system that allows other ships and moveable objects in the game to move at speeds relative to the player. This means that I am not using the actual velocity of the ship, I am instead subtracting the players velocity from both ships, and using the relative velocity instead. This should prevent […]

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P0-A5: Part 648: Debugging, New Features

by on Nov.03, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

Adding other ships and objects that can travel at high speeds it proving to be tricky. I need to create a “floating velocity” system to keep the velocity close to 0 even as the objects accelerate. This is similiar (in fact, basically identicaly) to how the “floating origin” system works, except it works with velocity […]

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P0-A5: Part 647: Debugging, New Features

by on Nov.03, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have improved the lighting and visual effects quality of the project. I think the volumetric lights, etc, look better now. I have also added some minor new features and tested some more of the mechanics. The next major goal is to add other large, capital ships to the game that can travel at very […]

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P0-A5: Part 646: VR Improvements, New Features

by on Nov.03, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have improved and tested the VR support in my project (Oculus Rift only for now) and I have also added improvements to it. It is not currently possible to play the entire game in VR, however I have added the ability to enter and leave VR at will at the press of a button. […]

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P0-A5: Part 645: Debugging, New Features

by on Oct.27, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been working on texturing concept for large objects. One of the issues with my project is that the ship objects are far too large to be textured with a single UV set, but splitting them up into multiple objects causes seaming and gaps. I have figured out how to use UDIM texture tiles […]

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