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P0-A10: Part 940: Art

by on Aug.15, 2021, under Uncategorized

I have completed the modelling for the large art piece that I am working on. The next step is the unwrapping and texturing. There are several moving parts, etc, which will add to the complexity. I want to combine as many of the objects together as possible, for performance reasons. So far, this is going […]

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P0-A9: Part 868: Improvements, Debugging

by on Feb.21, 2021, under Uncategorized

I am focusing on debugging and stabilising the project at the moment, and it is going well. I am performing much more in-depth and detailed tests, but so far there haven’t been any major issues. I have run into some issues with object persistence and restoring the world state after loading the game, however. Some […]

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P0-A9: Part 864: Persistent Objects, Extreme Long Range Objects

by on Feb.14, 2021, under Uncategorized

The persistent object system improvements are now done. The system seems to work extremely well, object positions and rotations are stored on the server and paged to all players when the game is loaded. To reduce the load on the database, I have added a system to automatically remove objects from the world after a […]

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P0-A9: Part 847: Character Selector

by on Jan.10, 2021, under Uncategorized

The character selector and multiplayer code is now basically done. I am going to spend a little time improving the character models themselves, but I will be replacing or upgrading the character model system in the near future too, so I won’t be spending much time on this. The next goal is to add the […]

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P0-A9: Part 846: Character Selector

by on Jan.10, 2021, under Uncategorized

I had some issues gettiing the character system to work over the internet, although most of these are now fixed. I am now storing the users character in the database, and paging this over the network, so that the correct character model for each player is chosen and rendered. I also have correct object models […]

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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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