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P0-MS4: Part 259: Unity 2017.2 Port

by on Oct.15, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The port to unity 2017.2 is complete, except for two issues, one major issue with the build not running, and another more minor issue with audio being distorted in the editor. The issue with the build seems to be related to the Embedded browser resource that I am using. There is an updated version available, […]

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P0-MS4: Part 258: Unity 2017.2 Port

by on Oct.15, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

Unity 2017.2 has been released, and I have begun the process of porting over to it. So far, it has gone very well. Some issues that I was having in Unity 5.6 have been solved simply from porting, and there doesn’t seem to be any bugs or problems caused by the unity port. I am […]

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P0-MS4: Part 257: Randomised planets

by on Oct.15, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

After some work, I have added a working randomised terrain object system. The art is very simple at this point, I am just using some asteroid and rocks as test objects, but each planet now has different random ground cover objects depending on its main texture. Grass planets have randomised trees and also buildings, and […]

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P0-MS4: Part 256: Art, Skybox, Volumetric Clouds

by on Oct.15, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have not been able to rotate the volumetric clouds properly. I believe it is possible,but it will take some work to alter the current system to allow this. Once I do this, I can replace my existing skybox with a flat colour, which can then be changed in real time depending on the time […]

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P0-MS4: Part 255: Art, Skybox, Volumetric Clouds

by on Oct.08, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I plan to use THIS volumetric clouds resource with my new skybox. I haven’t evaluated it yet, but it has recently been updated to support an arbitrary y-axis. Finding resources which work at any orientation is an ongoing challenge with this project, since most resources (for weather, skyboxes, clouds, etc) assume that the world is […]

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P0-MS4: Part 254: Randomised Planets

by on Oct.08, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have verified that the randomised planets work up close as well, but there is still some testing to be done, particularly with regards to the radii of each planet. I need to make sure that I can create planets in a variety of sizes, from small moons to huge worlds. The next step will […]

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P0-MS4: Part 253: Randomised Planets

by on Oct.08, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have mostly completed the individualised/randomised planet system. I have not added any new textures, since this is simple, I just need to add the texture file to the correct directory. ¬†Instead, I have added a system to randomly choose a set of textures for each planet. Since I am using the same seed each […]

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P0-MS4: Part 252: Randomised Planets

by on Oct.08, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

In addition to other minor tests and improvements of the FTL system, I have also begun working on randomised planets. Currently, every planet essentially looks the same. The position and radius are different, and the seeds used to generate the terrain are different, but the textures are the same. I intend to fix this. The […]

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P0-MS4: Part 251: Artwork, FTL System Improvements

by on Oct.08, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have created a series of in-game banners to commemorate the different milestones that I have completed. I intend to create a new banner for each milestone, to indicate the progress I have made in each one. I have also added some minor improvements to the FTL system. The system is generally working, and all […]

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P0-MS4: Part 250: Infinite Universe, FTL Travel

by on Oct.01, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have made improvements to the server-side code for the FTL system. This has fixed some existing performance and optimisation issues. There are still a few minor bugs that need to be fixed, but I am confident that I can get this feature more or less done in the next week or so. Unity 2017.2 […]

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