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Spiritus Astrum

P0-A5: Part 668: HDRP, Dynamic Story Generator

by on Dec.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have fixed a few additional issues with the HDRP port. So far, it actually seems to be going ok. The next major issue to deal with will be the terrain, water, and grass shaders. I intend to work on a concept for a new terrain shader at some point next week. I have also […]

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P0-A5: Part 667: HDRP, Advanced GUI’s, Dynamic Story Generator

by on Dec.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The Advanced GUI’s are now done. I am quite pleased with the result. I have added a kind of advanced tracking radar system, which allows an enemy ship to be detected by the frequency of it’s electromagnetic emissions, similar to how sonar works with sound. These emissions can then be compared with random noise, natural […]

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P0-A5: Part 666: HDRP, Advanced GUI’s, Dynamic Story Generator

by on Dec.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

<a href="https://imgur.com/ZBsAvXY"></a>I have made good progress with the advanced guis. I have found some assets and sample code that should allow me to create both radial sliders, and advanced graphs. <a href="https://assetstore.unity.com/packages/tools/gui/graph-maker-11782">THIS</a> is the graph asset that I bought, and <a href="http://unitycoder.com/blog/2015/05/17/radial-slider-ui-test/">THIS</a> is the free radial gui package that I used. With these two features, […]

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P0-A5: Part 665: HDRP, Advanced GUI’s, Dynamic Story Generator

by on Dec.08, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have made some more progress with the HDRP. I have fixed some bugs that were causing some issues, and replaced or modified several simple shaders that were also causing issues. The next two goals are to come up with a simple concept for the terrain blend shader, and fix the issue with the background […]

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P0-A5: Part 664: HDRP

by on Dec.08, 2019, under Art and Designs, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been working with the new shadergraph in the HDRP to try to replicate my terrain blending shader. I am trying to blend multiple textures using the height of the vertices to select a texture, so higher vertices would have snow, lower ones would have grass, etc. I have achieved a very simple proof […]

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P0-A5: Part 663: HDRP

by on Dec.08, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The research into the HDRP is not actually going too bad so far. I have managed to get the shaders on my characters basically working (although their clothes have some clipping issues) and most of the other shaders work properly. I have also fixed some minor issues that I was having before. The main issues […]

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P0-A5: Part 662: HDRP

by on Dec.08, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

Unity 2019.3 is almost out, and the High Definition render pipeline will be officially out of preview in that version. For that reason, I have decided to do some more research into porting to the HDRP. There are a great many issues with porting my project, because I have a lot of custom shaders and […]

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P0-A5: Part 661: Procedural City Generator

by on Dec.01, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been working on improving the real-time performance of the procedural city asset in my project. There is a noticeable drop in framerate when loading in even small cities, and this needs to be solved. My idea was to load all of the building objects themselves into another scene, and then load this scene […]

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P0-A5: Part 660: Artificial Horizon/Turn Coordinator

by on Dec.01, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

To complete the GUI work for now, I have added a simple artificial horizon and turn coordinator to the helm of the players ship. They correctly rotate in all axes as the ship moves, and provide a clear visual indication of the players orientation. The system is quite simple, but it works well enough for […]

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P0-A5: Part 659: GUI’s

by on Dec.01, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have added a reasonably complex gui that controls the ships reactor. The gui buttons and sliders are all wired up to the in game variables, and the effect looks quite strong. I intend to add more gui widgets and control in the future, but I think the colour scheme and the current gui widgets […]

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