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P0-A10: Part 911: Debugging, Improvements

by on Jun.13, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

The testing for the port from UNET to mirror is going well. I should be able to start the final port today or tomorrow, and I am hoping to get it done in a week or so. This will require extensive testing, but I think it should work ok. There is still a bug in […]

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P0-A10: Part 910: Debugging, Improvements

by on Jun.13, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

The AI navigation changes seem to be complete. This system needs more improvements and testing, but it is much improved from what it was. The Graphs can now be generated before the players lands on the geometry, which is much more immersive. This should also allow the floating origin shift to work while the user […]

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P0-A10: Part 909: Debugging, Improvements

by on Jun.13, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

I have been working on adding a criticial feature (or bug fix?) to the AI system. Currently, the navigation graph is generated when the player lands on the city or geometry that the AI is to be spawned on. The problem with this is that I need to rotate the geometry to a y-up orientation […]

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P0-A10: Part 908: RBAR, RAM Overclock

by on Jun.13, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

After installing the new F33 BIOS for my motherboard (Aorus Xtreme) I have managed to get Resizeable bar working on my 3090, and I have managed to Over clock my RAM from 2666 to 3200. This is a substantial increase, but I was hoping to get to 3400 or 3600. With more effort, I may […]

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P0-A10: Part 907: Debugging, Improvements

by on Jun.06, 2021, under Astral Realms, P0_A10, Software and Games, Spiritus Astrum

The issue with the snow is more serious that I thought. I will need to rewrite the snow shader to handle arbitrary world up values, but this is complex, I may need to postpone this for now. However, the Port from UNET to Mirror is goin gextremelt well. It seems that the mirror system is […]

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P0-A10: Part 906: Debugging, Improvements

by on Jun.06, 2021, under Astral Realms, P0_A10, Software and Games, Spiritus Astrum

I have made several additional improvements to the AI system. It is now possible to use both voice and text based input to select AI crew/squad members, and issue orders. I am trying to keep the system as immersive as possible (IE diegetic ), so I am keeping the guis to a minimum, but for […]

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P0-A10: Part 905: Debugging, Improvements

by on Jun.06, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

The AI work is essentially done. I will need to conduct another round of testing and debugging, possibly in A10, but I am quite pleased with the results that I have achieved so far. The AI navigation and pathfinding works fine regardless of the orientation of the walkable surface, this is crucial for my project. […]

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P0-A10: Part 904: Debugging, Improvements

by on May.30, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

The AI debugging is, hopefully, getting close to being finished. I think most of the problems are solved, thankfully. One of the major problems was caused by issues rotating the postions on the graph to match the rotated city position, but I have managed to fix this. I have a few things left to do […]

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P0-A10: Part 903: Debugging, Improvements

by on May.30, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

I have fixed most of the minor issues with the AI system, and I am now working on the final complex issue. There are some fundamental issues with the AI for the NPC’s that populate the cities. These issues only appear when the cities are oriented at extreme angles, which they would be for a […]

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P0-A10: Part 902: Debugging, Improvements

by on May.30, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

I have fixed the most crucial of the AI-related issues. AI pathfinding is now working at all orientations of the navigation platform that the AI is moving on (City, etc). There is still a huge amount of work to do with the AI debugging and testing though, this is a very complex system.

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