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P0-A2: Part 474: Oceans

by on Nov.11, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The trees are now correctly appearing on land only. The next goal is to get the cities to appear only on flat land, and then finish debugging and integrating the water. So far, it works quite well, and is a welcome addition to the aesthetics and realism of the project.

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P0-A2: Part 473: Oceans

by on Nov.11, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The foliage shader now properly transitions from land to water, and doesn’t render foliage on the water surface. I have also fixed a lot of major issue with the water. I am currently in the process of workout out how to prevent trees and cities from rendering on the water surface. The cities will be […]

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P0-A2: Part 472: Oceans

by on Nov.11, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been able to integrate the modified water shaders with my planets. So far, the effect looks very good, although there is still quite a bit of work to be done with it. I need to work on the lighting effects, and add a proper sea floor texture. I also need to make sure […]

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P0-A2: Part 471: Oceans

by on Nov.11, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have worked out how to modify the existing unity advanced water shader to apply to only a specified “layer” on my terrain. This is good progress, and it means that most of the concept work for the water feature is done. I now need to apply the water to the actual planets, and work […]

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P0-A2: Part 470: Oceans

by on Nov.11, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The next major goal with the project is to try to add realistic oceans to the terrain system. This will be complex, because the existing terrain shader that I wrote only blends a set of textures (based on the height above sea level). Adding a water shader to this will be difficult. I am going […]

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P0-A2: Part 469: GUI refactoring

by on Nov.11, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The GUI refactoring is done. All of the new GUI’s use Unity’s GUI system, and they are a lot more efficient, and more clearly visible. The HTML browser-based GUI’s will still be used, but more sparingly, and only when their web-browser based features are necessary.

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P0-A2: Part 468: GUI refactoring

by on Nov.04, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have completed a lot of the preliminary work for the new GUI’s. I have completely replaced one GUI, and converted all of the code, etc, to use Unity GUI’s. There are several other GUI’s left, but I should be able to use the first GUI as a template for the rest of them. The […]

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P0-A2: Part 467: Refactoring/Debugging

by on Nov.04, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have fixed a few issues with the planet and city creation algorithms. There are still a few bugs to be fixed though, especially when rendering at long distances and non y-up orientations, but the systems seem to be working reasonably well. I have also added optimisations to the in-game browsers, so that they only […]

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P0-A2: Part 466: Refactoring/Debugging

by on Nov.04, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been working on some miscellaneous debugging and refactoring. I have quite a few items on my TODO list that I haven’t had time to work on before now, but I am trying to stabilise and optimise the project by solving as many bugs and refactoring as much code as I can. I have […]

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P0-A2: Part 465: Radar System Overhaul

by on Nov.04, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The radar system overhaul is now done. It took quite a bit longer than I expected, but it worked out well. I haven’t added any new features, but the system is far more reliable and more efficient, and the code is also neater and better written, so upgrades and extensions should be much easier in […]

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