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P0-A6: Part 679: Multiplayer

by on Jan.12, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The persistent objects have now been added to the multiplayer system. It is now possible to create and move objects using the mySQL database, as well as pickup objects in the world, store them in an inventory, and then place them at a new location. All of this is persistent (the data is saved to […]

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P0-A6: Part 678: Multiplayer

by on Jan.12, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The multiplayer concept is now essentially done. I haven’t done any work on the visual side of things, I am just using dummy objects to test everything, but I have quite extensively tested all cases. I can update the positions of all of the player objects (ships, shuttles, the player avatar, etc) across all zones, […]

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P0-A6: Part 677: Multiplayer

by on Jan.12, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The multiplayer development is going extremely well. I have only had to make some minor changes and additions to my code, there were no major problems to solve at all. I have designed my project to be multiplayer from the beginning, but this is the first time that I had added multiplayer features. There is […]

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P0-A6: Part 676: Multiplayer

by on Jan.05, 2020, under P0_A6

The first major objective of the next milestone in my project is the multiplayer concept. I have been designing my project with multiplayer in mind up to now, and I have run several multiplayer tests, but the project does not yet have support for multiple players. The next step is to add preliminary support for […]

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P0-A5: Part 676: Debugging, Optimising

by on Jan.05, 2020, under P0_A5

I am still working on debugging and optimising my project. I have added a custom text log system that works in parallel with unity’s system. I wanted a log system that creates a text file in the local directory of the unity editor and that only stores the log data from the most recent run […]

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P0-A5: Part 675: Debugging, Optimising

by on Jan.05, 2020, under P0_A5

It may not be possible to port the grass shader over to the HDRP. The entire HDRP port really depends a great deal on this particular feature, because it is the most complex of all of the custom shaders that I have modified. I think, if I can get this working in the HDRP, the […]

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P0-A5: Part 674: Debugging, Optimising

by on Dec.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

Unity 2019.3 should be out quite soon, probably in the next few days. Based on my research into the HDRP, I think porting to the HDRP at some point should be feasible, but I will need to wait a while until there is more support for it. The DirectX grass shader, that is possibly going […]

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P0-A5: Part 673: Debugging, Optimising

by on Dec.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have made some changes to the GUI system that I was working on recently. In addition to adding support for multiple colours in the GUI options, I have also added a 3D “background” object, to make it look like the GUI is mounted on a wrist-computer or portable computer. This has the advantage of […]

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P0-A5: Part 672: Debugging, Optimising

by on Dec.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have spent some time optimising and debugging some long-standing issues with the project. One of the changes that I made is a new way to access the main control script. This script holds references to all of the primary scripts used in the project. Previously, I had been using a public reference to acces […]

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P0-A5: Part 671: HDRP

by on Dec.22, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The Grass shader that I am using has an update that adds preliminary support for the HDRP. I am having some issues getting it to work in my project, but if I can solve these issues, it could be easier to modify this shader rather than create a new one for the HDRP in shadergraph.

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