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P0-A7: Part 778: Debugging, Improvements, etc.

by on Aug.09, 2020, under Uncategorized

I have made some significant progress with adding ASMDEF files to my project. I had issues with adding them to my personal code, since my code is quite interconnected, so when I added the ASMDEF files I got errors. However, I have been able to add many of the third part assets in my project […]

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P0-A5: Part 651: Debugging, New Features

by on Nov.10, 2019, under P0_A5, Software and Games, Spiritus Astrum, Uncategorized

The core mechanics of the AI system is basically done. There are some issues with it, which will need to be fixed before I can move on, but it works ok in concept. The next goal, after refactoring the code, is to add randomly appearing enemies into the world, and add combat, damage, and other […]

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P0-A5: Part 634: Server/Client Persistence/Object Paging

by on Oct.06, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum, Uncategorized

The next major goal is to add a more complex paging system to the project that handles loading and unloading of complex scenes in real time, and also handles instantiation and destruction of objects, etc. This is basically working now, and it seems that there are no major bugs. From next week on, I will […]

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P0-A5: Part 627: World Builder

by on Sep.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum, Uncategorized

I am now in the process of integrating the new random ground cover with the main system. There are some issues here, and I have uncovered some bugs in the existing ground cover system too. I am working on fixing these, and adding the ground cover and lighting.

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P0-A4: Part 597: Debugging/Refactoring

by on Aug.04, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum, Uncategorized

I have been doing extensive research into various weather and time of day systems for Unity. I have a few options that I am looking at, but none of them do exactly what I need them to do. I will need to do some extensive modifications no matter what system I end up using. I […]

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Drawing 4-Dimensional Shapes

by on Mar.15, 2016, under Concepts, On Game Development, Software and Games, Uncategorized

I have always had a great interest in┬ámulti-dimensional shapes. The idea that there could be a whole “dimension” of space that exists in dimensions beyond those that we can see is fascinating. Human beings are used to seeing in three dimensions, length, breadth, and depth. In computer graphics these are generally labelled as X,Y, and […]

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Torquescript Console Function Reference Guide

by on Mar.10, 2016, under Uncategorized

This post is just a link to the complete TorqueScript console command reference. I have had to search for this a number of times, so I thought I would post it here for my own benefit, if for no other reason. This is not the TDN version, but the main garagegames documentation version, so it […]

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New Torque Forum

by on Feb.14, 2016, under News, On Game Development, Uncategorized

The garagegames┬ácommunity have launched a new forum HERE. This forums seems to have replaced the previous one, which had been having problems with spam for some time. The new forum is actively moderated and spam free, and seems to have taken over the brunt of the Torque related discussion from the previous forum.    

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P-165: Solar System Viewer Update 2

by on Oct.18, 2015, under Uncategorized

I have made some small additions to the menu system for this project. I had originally planned to allow the player to just rotate the celestial body currently in view, but I think to truly test the immersive VR capabilities of the Oculus Rift (something this project is designed to do) I really need to […]

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P-156: Update 14: Level Design, Level Builder

by on Mar.23, 2015, under Software and Games, Software Engines, Uncategorized

This week I spent most of my time working on the level building tools for this project. I have created a relatively complex object-based system, where each object contains a model file, a scale, a position, and various pieces of additional information. The objects are then stored in a list, and elements of this list […]

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