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P0-A6: Part 694: Debugging

by on Feb.16, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have been working on mostly debgging for the last few days. I have found, and fixed, a lot of bugs and long-standing issues with the project related to AI, the grass shader, particle effects, weather, etc, etc. I have also made improvements to the background rendering and surface to space transition. I have modified […]

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P0-A6: Part 693: Dynamic Snow Cover

by on Feb.16, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The range issue with the snow coverage is now working. It was related to HDR settings, and not the camera far clipping plane as I thought. The snow coverage system is now basically done, it works from close and long ranges, and produces avery powerful effect. The water isn’t compatible with it yet, but this […]

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P0-A6: Part 692: Dynamic Snow Cover

by on Feb.16, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have fixed almost all of the issues that I was having with the Global Snow system, and integrated it into my project. I can now dynamically add and remove snow from the terrain, grass, and all tree objects. The effect looks very strong, and there is also the potential for improving it later and […]

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P0-A6: Part 691: Dynamic Snow Cover

by on Feb.09, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have made some progress with the snow cover, and the effects do look good, however there are some serious stumbling blocks that may prevent me from being able to use this with my project. The snow cover doesn’t seem to work with my existing grass shader, so I would need to find a way […]

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P0-A6: Part 690: Dynamic Snow Cover

by on Feb.09, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The server time variable and weather syncing, etc, is now basically done. I am currently working on evaluating a resource to add dynamic snow cover to my project. If this works out, it could allow me to add actual snow to the terrain during, for example, blizzards, etc. I could also use it to add […]

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P0-A6: Part 689: Server Time Sync

by on Feb.09, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

The next feature that I have added to the project is a server synced time value. I can use this value to syncronise the time between all clients. This means that when visiting planets, the time of day (including the position of the sun, etc, etc) will be the same for all clients. I have […]

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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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