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Spiritus Astrum

P0-A3: Part 552: Server Persistence, Debugging

by on Apr.21, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I will probably need to postpone the persistence issue until the next milestone. I have a few ideas, but nothing has fully solved the problem yet. I have a few more things to do to finish the current milestone, and I then need to port over to Unity version 2019.1. I will probably return to […]

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P0-A3: Part 551: Server Persistence, Debugging

by on Apr.21, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The server persistence issue is more serious that I thought. The issue is that in order to create the world I need to use unity’s transforms (to actually position the objects), but whenever I do this I lose precision. I can store the actual positions in 64-bit, but I can’t place the objects with 64-bit […]

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P0-A3: Part 550: Server Persistence, Debugging

by on Apr.21, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have switched back to a simpler physics system, which seems to work better for the project at the moment. I may reimplement the advanced physics system later, or stick with this one. The next major issue is the server persistence. There is a serious issue with saving and loading the players position when travelling […]

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P0-A3: Part 549: Server Persistence, Debugging

by on Apr.15, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been working on debugging the complex persistent server/persistent location system in my project, and have discovered some issues. Under certain conditions, the physics system that I am using seems to fail, and result in “nonsense” values being used for movement, etc. I am considering temporarily removing the advanced physics system, and using a […]

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P0-A3: Part 548: World Builder, Aura2

by on Apr.14, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have completed my current objectives with the Aura2 system. The last thing that I wanted to do was enable volumetric lighting on the forests that are generated by the world builder. I needed to make some more changes to the shaders to get this to work, but the effect is quite striking. I also […]

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P0-A3: Part 547: World Builder

by on Apr.14, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have integrated Aura2 lighting into the world builder. I now have volumetric lighting working on planets, and the effect looks very visually appealing. I had to make some changes (including some extensive changes!) to the shaders that I am using to get the lighting and shadows to work properly, but it was worth it. […]

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P0-A3: Part 546: World Builder, Aura2

by on Apr.14, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have purchased the Aura2 asset from the asset store, and I have begun integrating it with my project. This is an advanced volumetric lighting asset that should significantly improve the quality of the lighting in my project. So far, the integration is going well, and the quality of the lighting is excellent. I intend […]

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P0-A3: Part 545: World Builder

by on Apr.14, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have basically finished the World Builder for now. There are still some minor optimisations to be done, but it seems to work well enough. I have also tested and fixed some issues with randomly-generated planets, textures, etc. There are still some improvements that I want to make with the algorithms used to generate random […]

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P0-A3: Part 544: World Builder

by on Apr.07, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added lighting support to the water system. This was reasonably easy to add. The water now reflects the colour of the day/night cycle, and becomes completely dark at night. This looks a lot better than the unlit system that I was using. There is still a bug which I need to fix with […]

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P0-A3: Part 543: World Builder

by on Apr.07, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

There were some final issues with the textures that I needed to solve, but this is now done. The planet textures (including grass and water) now work at any distance from the origin, and the effect looks quite good. There are still improvements to be made in adding greater randomisation, etc, but this is not […]

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