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P0-A1: Part 391: Orbital Mechanics

by on Jun.17, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have made some more progress with the orbital mechanics system. I think the best approach now is to use just one physics system, and get the orbit data from it, and then scale it down and render it on a world space GUI. I am, however, still having issues with this, mostly due to […]

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P0-A1: Part 390: Orbital Mechanics

by on Jun.17, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have decided to spend some more time working on the integration of the orbital mechanics system. This time, I am trying to create an “Orbit Predictor”, which will display the current orbit of the ship that the player is controlling in real time, and update as the player fires their engine. I have made […]

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P0-A1: Part 389: Multithreading/Job System

by on Jun.17, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have spent some time working with unity’s job system. This is a multi-threaded system that can be used to improve performance in unity projects. I have conducted a few experiments with it, and it seems to work well, but I think that for most of the work I am doing now, it is not […]

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P0-A1: Part 388: Clouds

by on Jun.17, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

Ever since the port from 2017.2 to 2018.1 I have had issues with the clouds feature that I added to the project. These issues can not currently be fixed, and so I have added a new, somewhat temporary, cloud solution. Eventually, I will be replacing this with a better solution, but for the moment it […]

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P0-A1: Part 387: Engine trails

by on Jun.17, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added some realistic-looking engine trails to the ship and shuttle in the game. They automatically engage when the engine is fired, and have glow and lighting effects.  

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P0-A1: Part 386: Orbital Mechanics

by on Jun.10, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added a dynamic loading and unloading system to the orbital mechanics code. I should now be able to travel through the world over long distances, and as each new area is loaded in, I can add its stellar objects to the physics system, and remove the objects from the old area that is […]

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P0-A1: Part 385: Orbital Mechanics

by on Jun.10, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have done more testing with the orbital mechanics system. The thrusters and main engines now use the physics systems commands, and the floating origin system is working. The physics engine also seems to be working, although I have more testing to do with the more advanced features.

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P0-A1: Part 384: Orbital Mechanics

by on Jun.10, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am moving closer to getting proof of concept for the integration of the orbital mechanics concept into my project. There is still a lot of work to be done to integrate the advanced features of the system, but it seems that my solution is at least working. I have verified the basic functionality of […]

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P0-A1: Part 383: Orbital Mechanics

by on Jun.03, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have rewritten the code for the existing thrusters and engines to use the gravity engine instead of rigidbody physics. This seems to work well, and does allow the physics system to work with my existing code. There is still a lot of work left to do to integrate the physics system, but I think […]

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P0-A1: Part 382: Orbital Mechanics

by on Jun.03, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have what I think is a working prototype done. I can move objects in world space along the same orbital trajectories that the objects are following in the physics system. More testing is needed, but I think I have finally found a solution that will work. The next step will be to add moving […]

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