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P0-A1: Part 427: Solar System Generator Improvements, etc.

by on Aug.19, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am adding some improvements to the solar system generator. Currently, I am just randomly creating stellar objects within each solar system. I have added a system with creates different types of solar system, featuring single stars, binary stars, black holes, etc. Planets will also be affected by distance to the sun, so planets further […]

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P0-A1: Part 426: Navigation, Sector Map, etc.

by on Aug.19, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The advanced navigation map and visualisation is basically done. It can display all stellar objects in a large radius around the player, and can be zoomed in and out to better visualise the data. It is quite cluttered, and cannot be rotated or altered. These are features that I will need to add, to allow […]

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P0-A1: Part 425: Navigation, Sector Map, etc.

by on Aug.19, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The advanced mapping system is almost done. I am reasonable satisfied with how it is turning out, but I think that I need to improve the precision and “feel” of the GUI’s if I can. I have added a better zoom function to the project, but I still think that the world space GUI’s are […]

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P0-A1: Part 424: Navigation, Sector Map, etc.

by on Aug.19, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am working on an advanced navigation and visualisation map for this project, which should the plotting of stellar objects at extreme distance from the player. I have been able to successfully plot these stellar objects using GNUplot, and I now need to add a way to visualise these within the game.  

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P0-A1: Part 423: GUI’s, Radar, Bug Fixes, etc

by on Aug.12, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have done some more work on the GUI’s, and verified that the can display data in sufficient detail. As the images below show, it is even possible to watch youtube videos on a laptop from within the actual game itself. I still need to improve the GUI interaction system, but the core mechanics work […]

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P0-A1: Part 422: Data Verification

by on Aug.12, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been able to verify that the extreme distances used in this project are accurate. I have not created fully functional solar systems yet, I am simply creating stellar objects at random within a large area, however, the players movement through the world, and the relative positions of these objects, can be plotted and […]

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P0-A1: Part 421: GUI Improvements

by on Aug.12, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been working with the GUI’s in the project, with the intention of increasing their detail so that I can make them more complex (adding smaller buttons, controls, etc) without making them difficult to use. By increasing the resolution of the editor preview window (and the build) and fixing some bugs that existed, I […]

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P0-A1: (P-175) Part 420: Art/Rotation Concept

by on Aug.12, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added some final details to the VR art concept that I have been working on, and I am basically finished with this for now. I am still working on the maths that will allow the ship to be kept static while the world moves around it, although I do seem to be making […]

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P0-A1: (P175) Part 419: Planetary Rotation

by on Aug.05, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am working on a concept test involving the basic core mechanics of the project. The idea is to rotate the planets around the ship, instead of rotating the ship itself. If I can do this, I can keep the ship static without the player noticing. This will make certain features a lot easier, such […]

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P0-A1: (P175) Part 418: Orbital Mechanics

by on Aug.05, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been able to confirm that the physics and mathematical data used by the Gravity Engine that I am using in my project are accurate. I have made some extensive changes to this system, and I wasn’t confident that it was still accurate, but I was able to use real-world equations from THIS site, […]

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