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Roomscale VR Demo

by 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 […]

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Unity: Evaluation Part 3

by 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 […]

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Unity: Evaluation Part 2

by 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 […]

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Unity: Evaluation

by 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 […]

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P-152: Virtual World Concept Update 159: Planet-sized Terrain: Part 38

by 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 […]

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P-152: Virtual World Concept Update 141: Planet-sized Terrain: Part 20: LOD’s (Tier 2)

by 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 […]

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Unreal Engine 4: First Build

by 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 […]

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P-152: Virtual World Concept Update 114: Sky Spheres (and Water Spheres)

by on Apr.22, 2016, under Astral Realms, P-0, Software Engines, Spiritus Astrum

With my spherical terrain implementation hopefully nearing completion, I have begun thinking about the next steps in my virtual world project. One of the problems that I will need to solve will be creating a realistic sky, or atmosphere. Most games use a simple skybox, which is basically just 6 (or 5, if the bottom […]

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Game Engine Comparison: T3D Vs Unity 3D

by on Dec.27, 2015, under On Game Development, Software and Games, Software Engines

After coming up against a number of severe problems with the Spherical Terrain Implementation that I have been working on (P152) I have given serious thought to changing to a different engine. I have been a loyal Torque follower for about 12 years now, and I have never used any other engine, however, the Unity […]

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P-152: Virtual World Concept Update 80: Chunked Levels of Detail Using Quad Trees Part 47

by on Dec.06, 2015, under Astral Realms, P-0, Software Engines, Spiritus Astrum

I am continuing my work into the subdivision code. It seems that there is a flaw in the algorithm that I am using to generate the points for the quad sphere. I believe this is what caused the seaming issues that I was having previously, as well as the current issues I am having with […]

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