Software Engines
P0-B2: Part 1086: Improvements, Debugging
by PhoenixGames on Jun.12, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Software Engines
I have been continuing on with the debugging and testing for the eproject. I have made some further improvements to the AI system, and I have also improved the grass exclusion system, although there are more updates needed here later. I have also added the ability to save and load the game while the player […]
P0-A8: Part 839: Debugging
by PhoenixGames on Dec.27, 2020, under Astral Realms, P-0, P0_A8, Software Engines, Spiritus Astrum
I have made some more improvements to the text to speech system in the project. I have added a new voice from Cereproc, this can be selected as a possible voice for the characters in the project. All character voice settings are now persistent throughout the game, and so it is a simple matter to […]
P0-A2: Part 440: Procedural Structure Generator
by PhoenixGames on Sep.16, 2018, under Astral Realms, P-0, Software Engines, Spiritus Astrum
The basic concept for the Procedural Structure Generator is basically done. It works in 3D, with interiors, and there are no visible cracks or gaps, etc. In the future, I will extend this system by adding textured objects, and more detail. I also need to fix some bugs, and add doors and panels to properly […]
Roomscale VR Demo
by PhoenixGames on Apr.09, 2017, under Astral Realms, P-0, Software and Games, Software Engines
I have decided to try to create an immersive city demo for the Oculus Rift. I want to see if I can capture the sense of immersion that I often feel while playing other VR games in a game that I made myself. This is a very difficult thing to achieve, since playing a game […]
Unity: Evaluation Part 3
by PhoenixGames on Sep.11, 2016, under On Game Development, Software Engines, Tutorials
I have just spent a little over a day working on the scripting side of Unity, and I have achieved something that I feared would take weeks to complete. Not only did I successfully implement raycasting, but I was also able to create a polygon from code, texture it, and apply a collision mesh. These […]
Unity: Evaluation Part 2
by PhoenixGames on Sep.11, 2016, under On Game Development, Software Engines, Tutorials
I have completed a simple art Demo in Unity. This is a very basic demo of the standard features of the Unity editor, plus some assets from the asset store. I have not created any art for this demo. I think the near photorealistic nature of even the standard Unity tools is staggering, and the sheer […]
Unity: Evaluation
by PhoenixGames on Sep.11, 2016, under On Game Development, Software Engines, Tutorials
I have decided to begin evaluating the Unity game engine, after spending some time with Unreal a few months ago. I found Unreal to be quite difficult to use, and the Blueprint scripting system wasn’t to my liking. Unity, by contrast, seems to be much more user friendly, and I seem to be able to […]
P-152: Virtual World Concept Update 159: Planet-sized Terrain: Part 38
by PhoenixGames on Aug.21, 2016, under Astral Realms, P-0, Software Engines, Spiritus Astrum
I believe that I have now, finally, solved the issues that I was having with planetary distance scaling. There were some additional performance issues that I needed to solve, and some logical issues that needed to be fixed, but the system now seems to work quite well. The transitions between tiers will likely need some […]
P-152: Virtual World Concept Update 141: Planet-sized Terrain: Part 20: LOD’s (Tier 2)
by PhoenixGames on Jul.24, 2016, under Astral Realms, P-0, Software and Games, Software Engines
I have implemented the Tier-2 subdivision code. I did have to duplicate the code from Tier-1, which is messy, but I can optimise this later. I can now cull the long-distance nodes in 64-bit space, then further subdivide the terrain in 32-bit space. The terrain still looks quite jagged, and I need to spend some […]
Unreal Engine 4: First Build
by PhoenixGames on May.28, 2016, under Software and Games, Software Engines
After many years using Torque (in various forms) as my primary games engine, I have decided to evaluate some other options. The main two that I intend to try are Unreal Engine 4, and Unity. I may also try Cryengine. The main issue that I have with Unity is it’s lack of source access, and […]