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P0-A11: Part 957: Debugging, Improvements

by on Sep.19, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I am still working on the new feature that allows for detailed scanning of the terrain, however I am having some issues with it. I am making some progress, and it seems to be mostly working, and even works reasonably fast (Although I will need to put it into a coroutine later). However there are […]

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P0-A11: Part 956: Debugging, Improvements

by on Sep.19, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

The AI testing is going well. I have fixed some minor bugs that I missed the last time I looked at the AI system, and tested some other elements of the system without any issues. There is quite a bit more AI testing to do, and I am still working on the new feature that […]

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P0-A11: Part 955: Debugging, Improvements

by on Sep.19, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have made some good progress with the feature I have been working on. I can now subdivide chunks without modifying the existing chunks, but there are still some problems in getting the location of the chunk object correctly. I have decided to postpone this for a while, because I have other work to do. […]

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P0-A11: Part 954: Debugging, Improvements

by on Sep.19, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have been working on a new feature which allows the player to scan planets for cities and buildings before those buildings have loaded in. This is extremely complex, because the cities and buildings in this project are only created when the terrain subdivides past a certain level, so finding out where a city is […]

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P0-A11: Part 953: Debugging, Improvements

by on Sep.12, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

Most of the stellar object improvements are now done. I have also spend some time debugging many aspects of the stellar object system. The next goal will be to test and improve the AI system, and the random city generation system, as well as other bugs and improvements.

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P0-A11: Part 952: Debugging, Improvements

by on Sep.12, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have added more improvements to the stellar object system, including asteroids, asteroid belts (surrounding stellar objects) and other types of light flares, etc. I have also fixed several bugs with the orbital mechanics system, as well as other bugs and issues with the space travel system.

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P0-A11: Part 951: Debugging, Improvements

by on Sep.12, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have spend most of this week improving the star system generation. I have substantially increased the size of the star systems, first of all. They are still smaller than they would be in reality, but much larger than they were. I have also been adding new objects to the stellar object system, such as […]

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P0-A11: Part 950: Debugging, Improvements

by on Sep.05, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

The next major goal that I am working on is improving and refactoring the solar system generation code. There are quite a few improvements that I want to make here. The first thing that I did is change the random solar system generation algorithm to use perlin noise. So instead of each “zone” in the […]

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P0-A11: Part 949: Debugging, Improvements

by on Sep.05, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have discovered some major problems with the testing. Under some conditions, the world state did not get correctly saved to the server. When the user is, for example, orbiting a planet under gravity, or when the player lands on an asteroid or other stellar object, the world position was incorrect. After quite a lot […]

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P0-A11: Part 948: Debugging, Improvements

by on Sep.05, 2021, under Astral Realms, P-0, P0_A11, Software and Games, Spiritus Astrum

I have been focusing mostly on advanced debugging recently. I have found several long-standing bugs with the server, which I have fixed, and I have also tested the AI system and I have started working on advanced tests for the orbital mechanics system. There are several minor issues here which are causing problems with saving […]

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