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P0-A3: Part 534: World Builder

by on Mar.17, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The World Builder is progressing relatively well, but I have uncovered a serious bug in the rotation code that I am having issues with. Under some circumstances, rotation of the scene can be inaccurate.

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P0-A3: Part 533: World Builder

by on Mar.17, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have made good progress in aligning ground cover objects to the terrain quickly and efficiently, but there is still some work to be done here. I need to handle splitting and merging the terrain chunks as the players distance to the planet surface changes. I need to realign objects on the terrain to the […]

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P0-A3: Part 532: World Builder

by on Mar.17, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The next part of the project that I am working on is an improvement to the ground cover placement system. I am trying to find a good algorithm to place ground cover objects, like trees, etc, in a realistic way. Poisson Disc Sampling works quite well, but it doesn’t support multiple radii, IE, every object […]

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P0-A3: Part 531: World Builder

by on Mar.10, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The path/deformation for the vegetation seems to work very well with my modified terrain vegetation solution too. I should be able to get some good results with this. I am still working on improving the terrain ground cover scattering and distribution system. I am having some issues with aligning the ground cover object to the […]

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P0-A3: Part 530: World Builder

by on Mar.10, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have done some concept work into dynamic paths and clearings, and dynamic deformation, of the grass and vegetation in the game. It seems that it should be possible to remove the grass in a particular area, or along a path, with some work. If I can get this working, I should be able to […]

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P0-A3: Part 529: World Builder

by on Mar.10, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been working on improving the weather system and vegetation for the project, as well as adding some distance fog. I have made some progress on both of these, but I am not sure if the distance fog is really improving the quality. Generally, it is used to cover the effect of distance culling, […]

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P0-A3: Part 528: World Builder

by on Mar.03, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have made further improvements to the world builder system. The weather, day/night cycle, lighting improvements, etc, all seem to work very well. I have also extended the range of the collision system on the terrain. This will allow me to add in the next feature, which is to have AI-controlled animals in the scene. […]

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P0-A3: Part 527: World Builder

by on Mar.03, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added support for deferred rendering to my project. Deferred rendering looks a lot better than forward rendering, but I haven’t used it until now because there were issues with some of the aspects of the game that made it incompatible. I have now fixed these. This involved rewriting of the grass/terrain shader, and […]

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P0-A3: Part 526: Art, World Builder

by on Mar.03, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have postponed the rest of the work on the ship design for now, but I intend to finish it this milestone. I am making good progress with it, and it should be a significant improvement over the previous ship design that I was using. I have now moved on to improving the world builder. […]

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P0-A3: Part 525: Art

by on Feb.24, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added some interior detail work to several of the compartments. I intend to add most of the detail work and interior decorations as separate objects, but the general shape of the hull and the various compartments will be a single piece. I intend to try to split up and texture the main ship […]

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