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P0-A1: Part 376: Orbital Mechanics

by on May.20, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have started working on a very complex feature for this project. I had been postponing this for a while, because I suspect it will be difficult, but I want to try to add in realistic orbital mechanics for all objects in the simulation. Currently, there is limited orbital mechanics (just a proof of concept) […]

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P0-A1: Part 375: Daz3D

by on May.20, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have started working with the Daz3D suite to create very highly detailed characters. Daz 3D is, as far as I’m aware, the parent company that is responsible for the Morph3D character system, which I am also using in my project. The morph3D character system is designed for realtime use in games, which is why […]

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P0-A1: Part 374: Camera/Object Distance

by on May.20, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have decided to conduct a test by mounting a camera onto a missile object, and rendering the camera to a texture on board the players ship. I know that there is a bug in unity which causes console errors once the camera gets too far from the origin, but I need to know when […]

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P0-A1: Part 373: Art Improvements

by on May.20, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have made some progress with the model for the new, improved version of the shuttle. The basic shape is not too dissimilar from the previous shuttle, due to the fact that it still needs to fit in the hanger bay, but I have rounded the nose and redesigned the main body slightly to be […]

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P0-A1: Part 372: Optimisations/Debugging

by on May.13, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The world space HUD is basically done. There is a lot more that I could add to it, but it works very well for navigation. By using both the 3D radar and the new nav system, I can easily travel to and from objects and buildings in the game, even at very long ranges. I […]

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P0-A1: Part 371: Art Improvements

by on May.13, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The new shuttle will be designed to be a lot more efficient in it’s use of space. The old one had a lot of wasted space in the nose. The new shuttle will be designed to have the largest internal volume possible. The disadvantage of this is that it will look quite “blocky”, since the […]

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P0-A1: Part 370: Optimisations/Debugging

by on May.13, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have purchased THIS asset, which is basically a navigation HUD, including a 2D radar, a compass, and onscreen indicator arrows pointing to specific objects. I am going to use this asset to come up with a new navigation system for this project, since the 3D radar by itself doesn’t seem accurate enough to be […]

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P0-A1: Part 369: Art Improvements

by on May.13, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have started working on a replacement model for the shuttle in the game. The existing shuttle is of poor quality, and is poorly optimised, so I am going to try to replace it with a better version, hopefully using my new substance designer/painter skills. I have also adapted the “Warp Effect” from the Space […]

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P0-A1: Part 368: Optimisations/Debugging

by on May.06, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have fixed an issue that I found in MS5 with the terrain and ground cover system. The issue was that the positions of the trees, cities, and other ground cover objects were different on each run. This was due to the pseudorandom number system being seeded at the beginning of a coroutine, and other […]

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P0-A1: Part 367: Debugging/Final Testing

by on May.06, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The culmination of all of my work from the previous milestone has been generally successful. I have tested almost all of the features in combination, by flying the players capital ship to another planet (generated procedurally) and then landing on that planet using a small shuttle, with an AI companion on board, following the player […]

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