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P0-A6: Part 688: Modular Buildings

by on Feb.01, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have more or less completed my modular building concept. I have not added textures, or even collision, but the basic concept is working. I can create a building using a set of pieces which are chosen at random. Each “floor” object can be of any height. I am using dummy objects or nodes within […]

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P0-A6: Part 687: Modular Buildings

by on Feb.01, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The next task that I have been working on is a Modular Building concept. I am basically trying to create some sample “floors” in a modelling tool, and then assemble them into a building at run time. Even though this is extremely simple, with enough random models to use, it should be possible to create […]

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P0-A6: Part 686: City Generator

by on Feb.01, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have basically finished with the City Generator for now. I have fixed some issues with the dynamic generation of AI paths, and some other bugs. There is still an issue with generating the nav meshes in realtime. The rotation of the city platform needs to reset to 0 while the platform is being generated. […]

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P0-A6: Part 685: City Generator

by on Jan.26, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have finally solved the issues that I was having with generating the A* graphs dynamically. The system should now be able to create graphs at runtime, asynchronously, and work properly with the floating origin system that I am using. I haven’t fully tested this yet, but I think I have fixed most of the […]

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P0-A6: Part 684: City Generator

by on Jan.26, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I am running into a few serious issues with adding support for the dynamic pathfinding. The pathfinding itself is fine. I am using the A* pathfinding project to generate the navigation graphs, and this can be done asynchronously. However, the is another issue. I already have an A* component in my project, which I am […]

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P0-A6: Part 683: City Generator

by on Jan.26, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have been continuing to develop the City Generator system for my project. The City Alignment issue has finally been fixed, this actually took longer than I thought it would, but my solution was quite neat, and I can use that same solution to solve other problems and issues of a similar nature. I have […]

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P0-A6: Part 682: City Generator

by on Jan.19, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have completed most of the integration of the new City Generator system with my procedural placement system. There are still some bugs which I need to fix, such as issues with the alignment of the city platform with the terrain, and with the city platform being offset from the terrain. I also need to […]

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P0-A6: Part 681: City Generator

by on Jan.19, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have basically completed my concept work with the new city generator. I can generate very large cities, with hundreds of buildings, with very little, if any, stuttering. I am using simple instantiate to create the buildings, and even without a coroutine, the code runs quickly. I have added a coroutine for optimisation, however. I […]

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P0-A6: Part 680: City Generator

by on Jan.19, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have found an excellent series of videos on youtube HERE that uses perlin noise to generate very realistic cities. I have been experimenting with this system, and I have found that it is much faster than the previous approach that I have been using, and it should be much easier to generate cities in […]

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P0-A6: Part 679: Multiplayer

by on Jan.12, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The persistent objects have now been added to the multiplayer system. It is now possible to create and move objects using the mySQL database, as well as pickup objects in the world, store them in an inventory, and then place them at a new location. All of this is persistent (the data is saved to […]

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