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P0-A1: Part 423: GUI’s, Radar, Bug Fixes, etc

by on Aug.12, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have done some more work on the GUI’s, and verified that the can display data in sufficient detail. As the images below show, it is even possible to watch youtube videos on a laptop from within the actual game itself. I still need to improve the GUI interaction system, but the core mechanics work […]

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P0-A1: Part 422: Data Verification

by on Aug.12, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been able to verify that the extreme distances used in this project are accurate. I have not created fully functional solar systems yet, I am simply creating stellar objects at random within a large area, however, the players movement through the world, and the relative positions of these objects, can be plotted and […]

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P0-A1: Part 421: GUI Improvements

by on Aug.12, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been working with the GUI’s in the project, with the intention of increasing their detail so that I can make them more complex (adding smaller buttons, controls, etc) without making them difficult to use. By increasing the resolution of the editor preview window (and the build) and fixing some bugs that existed, I […]

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P0-A1: (P-175) Part 420: Art/Rotation Concept

by on Aug.12, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added some final details to the VR art concept that I have been working on, and I am basically finished with this for now. I am still working on the maths that will allow the ship to be kept static while the world moves around it, although I do seem to be making […]

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P0-A1: (P175) Part 419: Planetary Rotation

by on Aug.05, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am working on a concept test involving the basic core mechanics of the project. The idea is to rotate the planets around the ship, instead of rotating the ship itself. If I can do this, I can keep the ship static without the player noticing. This will make certain features a lot easier, such […]

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P0-A1: (P175) Part 418: Orbital Mechanics

by on Aug.05, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been able to confirm that the physics and mathematical data used by the Gravity Engine that I am using in my project are accurate. I have made some extensive changes to this system, and I wasn’t confident that it was still accurate, but I was able to use real-world equations from THIS site, […]

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P0-A1: (P175) Part 417: Art

by on Aug.05, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

After some last-minute bug fixes, the build is mostly complete for this project. The lighting seems to look a little different in the build, and there are some minor lighting issues, and areas where the player can get stuck, but the build is working well. One of the advantages of Unity is that the editor […]

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P0-A1: (P175) Part 416: Art

by on Aug.05, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added the unity post processing stack, which is a preview package, to this project. Some of the effects, such as the “bloom” effect, look very well in the scene, and create a strong sci-fi ambience. There are a few minor issues and bugs left with this project, but I am basically finished with […]

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P0-A1: (P175) Part 415: Art

by on Aug.05, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added some audio ambience to my project, which, while subtle, adds a lot of realism and depth to it. I have spent very little time on the audio so far, but even this slight addition makes a big difference. I used THIS site for royalty-free sound effects. I have mostly finished getting the […]

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P0-A1: Part 414: Art/Daz3D

by on Jul.29, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have mostly figured out how to export characters from Daz into Unity. There are issues with both animation and textures. I have noticed that a lot of animations don’t play properly (The character is warped) unless I add a T-Pose to the beginning of the animation. IE, instead of transitioning from one animation to […]

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