Software Engines
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 […]
P-152: Virtual World Concept Update 114: Sky Spheres (and Water Spheres)
by PhoenixGames 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 […]
Game Engine Comparison: T3D Vs Unity 3D
by PhoenixGames 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 […]
P-152: Virtual World Concept Update 80: Chunked Levels of Detail Using Quad Trees Part 47
by PhoenixGames 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 […]
P-152: Virtual World Concept Update 79: Chunked Levels of Detail Using Quad Trees Part 46
by PhoenixGames on Dec.05, 2015, under Astral Realms, Software Engines, Spiritus Astrum
I have made some progress with the subdivision code, but it is proving to be more complex than I thought. As the images below show, I have proven that the node edge points and center points are in the correct places. It also appears that the subdivision of the nodes from tier to tier is […]
P-152: Virtual World Concept Update 33: Chunked Levels of Detail Using Quad Trees Part 2
by PhoenixGames on Jun.14, 2015, under Astral Realms, Software Engines, Spiritus Astrum
I have made some progress with this. I have implemented my quadtree test program into my T3D Spherical Terrain project, and verified that it is working. I am now working to integrate it with the raw vertex data for the Spherical Terrain instance. This is progressing slowly. I first have to modify the existing system […]