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P0-A7: Part 757: Debugging, Dynamic Pictures, etc.

by on Jun.21, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have created a dynamic picture system to the project. This allows me to choose a specific image, or a random image, from the hard disk, and display it within a picture frame. The system works with any size picture frame, portrait or landscape, and can be used to display any image (as long as […]

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P0-A7: Part 756: Debugging

by on Jun.21, 2020, under Art and Designs, P-0, P0_A7, Software and Games, Spiritus Astrum

I have spent some more time working on various bug fixes and improvements. I have fixed issues with the AI navmeshes, and I have also done some preliminary research into updating and upgrading various core features of the project. There are several features, such as the webkit, the Oculus Rift package, and the MCS character […]

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P0-A7: Part 755: Debugging

by on Jun.21, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I am continuing to work on the debugging and stabilisation of my project. I have been looking into ASMDEF files in order to speed up code compile times in unity, but there are significant issues with adding these in. My code has extensive inter-dependencies which have crept in during development, and that means that when […]

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P0-A7: Part 754: nVidia Ansel

by on Jun.21, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have managed to get Ansel to work properly (including superresolution!) in my project. This is a major step forward, and it will allow me to take high resolution shots from within my game for promotional purposes, and for other projects. I discovered that Ansel superresolution only seems to work properly in the build, and […]

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P0-A7: Part 753: AI, Debugging

by on Jun.14, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

The debugging is going well. I have fixed some issues with the AI navigation and movement, and make some other improvements. I intend to spend some time working with nVidia Ansel support again shortly, and see if I can get superresolution images working from within my project, and I want to try to get ASMDEF […]

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P0-A7: Part 753: Interiors, City Generation, AI

by on Jun.14, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

All of the primary objectives for the first Alpha release of the project are now done. I don’t intend to add any major new features until the first alpha version has been fully finished. The next goals are finalising secondary objectives, and a lot of debugging and optimisation.

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P0-A7: Part 752: Interiors, City Generation, AI

by on Jun.14, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have been finalising the testing and debugging for the Interior generation and AI improvements. So far, everything seems to be working ok. The AI can transition from exteriors to interiors and back, and the AI can transition to and from nav grids. There is still some debugging to be done, which I hope to […]

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P0-A7: Part 751: Interiors, City Generation, Dynamic Story

by on Jun.07, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

There are still issues with the AI transitioning between graphs. I have a basic concept working in a test environment, but there are still some complex issues that need to be solved. I am hoping that this will be done in another week or so, and I can then move on to the next part […]

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P0-A7: Part 750: Interiors, City Generation, Dynamic Story

by on Jun.07, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

There are some complex issues with transitioning the Companion/Crew AI to the new dynamic nav meshes. I need to transition the AI from one A* pathfinding object to the new pathfinding object. This is difficult, since there are several graphs being used on both of the objects (One object is used to contain the Ships […]

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P0-A7: Part 749: Interiors, City Generation, Dynamic Story

by on Jun.07, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I am continuing to add more detail and more features to the interiors, and the dynamic story system. AI NPC’s can perform additional actions, and can transition between interiors and exteriors. The next goal is to add the players AI crew and Companions to the dynamic graph system, so that they can follow the player […]

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