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P0-A1: Part 381: Orbital Mechanics

by on Jun.03, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am making some progress with integrating the physics system. I can confirm that it is working correctly, the only remaining problems are with moving the objects in world space correctly as the objects in the physics system move. I have a working concept for this, but I need to do a lot more testing […]

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P0-A1: Part 380: Daz3D Animations in Unity

by on May.27, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have figured out how to export animations from Daz3D to Unity. It is necessary to bake the animations into the timeline in daz before exporting. The animations can then be used in Unity in the same way as an other animation. I am still having issues with some of the animations, they don’t seem […]

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P0-A1: Part 379: Orbital Mechanics

by on May.27, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have a partial proof of concept for the orbital mechanics system done. The coordinate systems between the physics simulation and the main simulation are correct, and the floating origin system and core physics engine components are working. The next step is to move the world space objects according to their position in the physics […]

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P0-A1: Part 378: Orbital Mechanics

by on May.27, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am making some progress with the Gravity Engine system. Initially, I wanted to integrate the Gravity Engine completely into my own system, so that I would need to change my existing code very little. However, this doesn’t seem to be possible. Instead, I may need to create a separate physics simulation, containing all of […]

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P0-A1: Part 377: Orbital Mechanics

by on May.27, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am still working on the Orbital Mechanics system for this project. The main issues that I am having are with integrating the Gravity Engine asset with my existing system, particularly the floating origin system. I need to be able to shift the gravity objects (planets, satellites, etc) as the player moves, but the gravity […]

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P0-A1: Part 376: Orbital Mechanics

by on May.20, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have started working on a very complex feature for this project. I had been postponing this for a while, because I suspect it will be difficult, but I want to try to add in realistic orbital mechanics for all objects in the simulation. Currently, there is limited orbital mechanics (just a proof of concept) […]

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P0-A1: Part 375: Daz3D

by on May.20, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have started working with the Daz3D suite to create very highly detailed characters. Daz 3D is, as far as I’m aware, the parent company that is responsible for the Morph3D character system, which I am also using in my project. The morph3D character system is designed for realtime use in games, which is why […]

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P0-A1: Part 374: Camera/Object Distance

by on May.20, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have decided to conduct a test by mounting a camera onto a missile object, and rendering the camera to a texture on board the players ship. I know that there is a bug in unity which causes console errors once the camera gets too far from the origin, but I need to know when […]

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P0-A1: Part 373: Art Improvements

by on May.20, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have made some progress with the model for the new, improved version of the shuttle. The basic shape is not too dissimilar from the previous shuttle, due to the fact that it still needs to fit in the hanger bay, but I have rounded the nose and redesigned the main body slightly to be […]

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P0-A1: Part 372: Optimisations/Debugging

by on May.13, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The world space HUD is basically done. There is a lot more that I could add to it, but it works very well for navigation. By using both the 3D radar and the new nav system, I can easily travel to and from objects and buildings in the game, even at very long ranges. I […]

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