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P0-A8: Part 789: Guis, Improvements

by on Aug.30, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I have made some progress on the 2D nav map. I have displayed the stellar objects in a scaled 2D form, with colour coding for stars and planets. The next goal is to extend this to allow it to also be used for navigation and displaying information about the solar system. I will spend at […]

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P0-A8: Part 788: Guis, Improvements

by on Aug.30, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

The next goal is to dramatically improve the Guis in the project, especially the navigation Gui’s. I have added the ability to select objects on the 3D radar, and I have added a volumetric 3D line joining the players ship to their target destination. It is also possible to navigate to the chosen destination using […]

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P0-A8: Part 787: Server Database Backup

by on Aug.30, 2020, under Astral Realms, P-0, P0_A8, Software and Games, Spiritus Astrum

I have completed the next major goal, which is to save the world state to the database. This means that the server can save and load the world state when it is shut down or taken offline for maintenance, making the project completely persistent. Initial testing seems to indicate that there are no issues or […]

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P0-A7: Part 786: Debugging, Improvements, etc.

by on Aug.23, 2020, under Art and Designs, P-0, P0_A7, Software and Games, Spiritus Astrum

The debugging, and A7 itself, is now basically done, at least for the time being. I have tested various smaller systems and features within the project, and made some small changes and fixes. I have also added some improvements and updates that I had been postponing for some time. I will probably start the next […]

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P0-A7: Part 785: Debugging, Improvements, etc.

by on Aug.23, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

The mutliplayer features of the project have been tested, and are properly working. There is no actual artwork for the multiplayer players, but the basic code does work, including saving and loading, and storing the position of all of the players control objects (ships, characters, etc). I have also successfully tested other aspects of the […]

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P0-A7: Part 784: Debugging, Improvements, etc.

by on Aug.23, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have successfully tested the Artifical Intelligence system, including the ability for the AI to use vehicles, and follow the player anywhere in the world. It is also possible for the AI’s position to be saved to the server, and restored on the next run.

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P0-A7: Part 783: Debugging, Improvements, etc.

by on Aug.16, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have fixed most of the issues with the AI. The system still needs to be updated and improved, but it is mainly functional. The enemy AI is capable of following and attacking the player even at extreme distances and velocities. I have also improved the lighting for the interiors, and fixed various other bugs […]

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P0-A7: Part 782: Debugging, Improvements, etc.

by on Aug.16, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have successfully tested most of the AI for the enemy ships in the project. There were a few minor issues which were fixed. I have, however, run into some issues when testing the AI over long distances and high speeds. It seems that the AI can often overshoot the player, instead of slowing down […]

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P0-A7: Part 781: Debugging, Improvements, etc.

by on Aug.16, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have made several improvements to the physics system for the large starships. The previous system worked ok, but it was very simple, and didn’t properly represent real world physics. The new system is still quite simple, but it is more advanced. I intend to improve this system further in the near future. The next […]

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P0-A7: Part 780: Debugging, Improvements, etc.

by on Aug.09, 2020, under Astral Realms, P-0, P0_A7, Software and Games, Spiritus Astrum

I have added a “compile time tracker” script to the project to aid in continuing optimisation efforts, and I have been extensively debugging the core mechanics of the project. In particular, I have been testing the floating origin and persistence systems. I fixed a few minor bugs, but thankfully the core mechanics seem very solid, […]

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