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P0-A4: Part 567: Debugging, Refactoring

by on May.26, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have created a concept that allows me to save and load the player control objects position with very high precision. This allows the player to basically travel to anywhere within the world, save, and then resume from the exact same position and rotation, regardless of the distance from the origin. I still need to […]

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P0-A4: Part 566: Debugging, Refactoring

by on May.26, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The rotation seems to be working reasonably well now. I still need to test it more extensively, but it seems to be generally working. The next thing that I need to do is to fix the issue that I found with the players position after quitting and resuming the game. This position is stored in […]

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P0-A4: Part 565: Debugging, Refactoring

by on May.19, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

Assuming there are no more issues with the AI navigation on a rotating object, the final major issue to solve is the fact that I can’t use baked lighting on a static object. This means that I can’t use emissive textures, which is very important for my projects look and feel. However, it looks like […]

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P0-A4: Part 564: Debugging, Refactoring

by on May.19, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I am still working on testing and debugging the core mechanics of the project. In addition to the AI and rotation system, I need to overhaul the persistent server and long-distance travel systems. I need to make sure that the player can cover long distances without precision issues, and that they can quite the game […]

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P0-A4: Part 563: AI, Rotation

by on May.19, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The A* pathfinding project AI seems to work ok now. I will need to extensively test this new system, there are probably still some minor bugs and issues with it, but I think the general concept is working. The AI pathfinding seems to work ok even with the ship rotated, and it also offers support […]

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P0-A4: Part 562: AI, Rotation

by on May.19, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have been working on integrating the A* pathfinding project into my project. So far, it seems to be going relatively well. Basic pathfinding is working (without my complex AI manager), and rotation of the geometry and the AI entities seems to work as well. The next goal is to integrate the pathfinding solution with […]

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P0-A4: Part 561: Debugging, Refactoring

by on May.12, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have decided to try using the “A* Pathfinding project” from the asset store to try to get rotating nav meshes working. Integrating it with my AI system could be difficult, but it does seem to support rotating and translation of navmmeshes natively.

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P0-A4: Part 560: Debugging, Refactoring

by on May.12, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The idea that I had to use Unity’s navmesh with a rotating object seemed to partially work, but I had issues getting it integrated with my custom solution. There were problems with creating and maintaining maths while the ship was rotating.

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P0-A4: Part 559: Debugging, Refactoring

by on May.12, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

My new idea is to abandon the static ship concept, and return to the simpler idea of rotating the ship itself, but this time, I want to try to use Unity’s built-in nav mesh instead of the custom solution that I created. The idea is to create a unity navmesh with some dummy objects on […]

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P0-A4: Part 558: Debugging, Refactoring

by on May.05, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have solved most of the issues with rotation, but one of them still remains. When translating from the origin, the alignment of the planet object with the terrain chunks breaks, resulting in a visible error. I can’t seem to solve this.

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