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P0-B5: Part 1271: Debugging, Improvements

by on Jul.02, 2023, under Astral Realms, P-0, P0_B5, Software and Games, Software Engines, Spirit of the Stars, Spiritus Astrum

I have mostly finished the artwork for the new city apartment building, as well as some new inventory items. I spent some time trying to figure out the correct way to texture large objects. In the end, I decided to use a combination of techniques. Firstly, split the large object up into smaller objects when […]

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P0-B5: Part 1270: Debugging, Improvements

by on Jul.02, 2023, under Astral Realms, P-0, P0_B5, Software and Games, Software Engines, Spirit of the Stars, Spiritus Astrum

The next step is to spend a few weeks improving the cities in the game. In particular, I want to add new artwork, and add more procedural decorations to make the cities feel more “lived in”. I also want to add the ability for the player to earn credits by performing various tasks and jobs. […]

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P0-B2: Part 1086: Improvements, Debugging

by 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 […]

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P0-A8: Part 839: Debugging

by 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 […]

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P0-A2: Part 440: Procedural Structure Generator

by 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 […]

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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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