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Spiritus Astrum

P0-B6: Part 1310: Debugging, Improvements

by on Sep.24, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

I have fixed a few more issues with the navigation system, and made some improvements. The next step, other than more testing, is to improve the guis and make them more user friendly. I need to add more information to them to inform the user of what is going on in the world, and add […]

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P0-B6: Part 1309: Debugging, Improvements

by on Sep.24, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

After extensive work, the navigation changes have been mostly implemented. I still have a lot of testing to do, but the core mechanics are mostly working. The player can now navigate to any position or stellar object in world space, and persistently. IE, the players position in the world and on all of the maps […]

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P0-B6: Part 1308: Debugging, Improvements

by on Sep.24, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

I am working on improving the space sim mechanics in the project, and adding better guis and navigation mechanics. This will, first of all, make it easier for the player to navigate around the world, and second of all, the new guis will make it easier to test and debug the world. I have already […]

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P0-B6: Part 1307: Debugging, Improvements

by on Sep.17, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

The 2D map and space sim testing is still going well. I have yet to add a correct fuel cost for travelling within systems using the new autopilot system, and I have some other bugs to fix as well, but overall, it looks like the space sim mechanics are working well, and the new guis […]

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P0-B6: Part 1306: Debugging, Improvements

by on Sep.17, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

The 2D nav map is functional, and I have also added basic autopilot to the game. I can now rotate the ship toward a stellar object and travel to it in real time, with the 2D map properly showing the player movement. The radar map is always displayed with the player at the center, while […]

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P0-B6: Part 1305: Debugging, Improvements

by on Sep.17, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

I intend to improve the guis while I improve the rest of the space sim. They need to be more easily readable, and provide more information to the user, while still being world space. I am adding a 2D nav map now, which should be a lot easier for navigation than a 3D Radar style […]

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P0-B6: Part 1304: Debugging, Improvements

by on Sep.17, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

The next step for my main project is to improve the space sim elements. The first goal of this is add a more complex autopilot system for the capital ships. Currently, when engaging the autopilot within star systems, the player moves instantly. I want to add the ability for the AI to automatically pilot the […]

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P0-B6: Part 1303: Debugging, Improvements

by on Sep.17, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

I have made substantial progress with importing Daz3D facial animation into unity. These animations use blendshapes, which don’t seem to work with “Humanoid” rigs in unity, but do work with “Generic” rigs. The problem is that regular full-body animations don’t work with generic rigs, so the only solution that I can see for now is […]

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P0-B6: Part 1302: Debugging, Improvements

by on Sep.10, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

I have done some testing with the workflow from makehuman to unity, and it seems to work ok, but I will need to spend more time on it before I can commit to using it for character generation. I am also experimenting with exporting complex facial animations to unity using Daz3D characters. This is not […]

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P0-B6: Part 1301: Debugging, Improvements

by on Sep.10, 2023, under Astral Realms, P-0, P0_B6, Software and Games, Spirit of the Stars, Spiritus Astrum

I am researching the next phase of the project. I would like to look at procedural generation of creatures, but this could be a feature that is too advanced for the time being. Games like “Spore” generally use “marching cubes” for their creatures, which I have worked with before, but this is likely not going […]

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