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P0-A5: Part 622: Ground Cover Updates

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

The ground cover refactoring is now basically done. There were quite a few bugs uncovered during testing on the randomly generated planets, but these seem to be mostly solved now. I still have a lot of work to do on the updates to the world builder system. I want to add the ability to randomise […]

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P0-A5: Part 621: Ground Cover Updates

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

Randomisation of the ground cover now works great. I can randomly generate grass based on a seed, with everything from grass colour to textures and size/width being generated for each grass type. The height-based density system is also still working, where different heights on the planet surface will have different grass types, ranging from beaches, […]

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P0-A5: Part 620: Ground Cover Updates

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

I have updated support for grass displacement for the new ground cover system. The new displacement system seems to work better than the old one, and has the same features. The next step is to add the ability to completely randomise the ground cover based on a seed, and then use that for the randomly […]

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P0-A5: Part 619: Ground Cover Updates

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

The new ground cover system is now basically working. I decided to modify a forward rendering shader, rather than a deferred rendering shader, since this seems to look a lot better in unity. The lighting, etc, looks much better, and with a small number of lights in the scene there shouldn’t be much difference in […]

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P0-A5: Part 618: Ground Cover Updates

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

I am still working on integrating the updated grass shader with my project. There are still some issues with the lighting in deferred rendering that I am having difficulties solving.

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P0-A5: Part 617: Gui Refactoring, Ground Cover Updates

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

The grass updates are going well. I have had to completely port my changes from the old shader version to the new version, which took some time, but it seems to work now. The shader seems to be working, but I still need to integrate it completely into my project, and test it.

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P0-A5: Part 616: Gui Refactoring, Ground Cover Updates

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

I have spent some time debugging and refactoring the GUI’s. There were some bugs, which I fixed, and there is another bug with the web browser integration, which I haven’t fixed yet. I think this is due to the fact that I haven’t updated this system in some time. The next major goal is to […]

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P0-A5: Part 615: 2019.2 Port

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

I have ported the project over to Unity 2019.2. The port went well, and the only issue that seems to be present is a problem with the mouse cursor position. There seems to be an offset between the location that the player clicks and the actual mouse cursor position on screen. Other than that, Unity […]

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P0-A4: Part 614: Debugging/Refactoring

by on Sep.01, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The build is compiling and running quite well. There are some bugs in the build, mainly involving file and folder directories which cannot be found. I need to update these references or manually copy the files from the Unity directory, this is not a priority for now. Other than that, the project seems to look […]

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P0-A4: Part 613: Debugging/Refactoring

by on Sep.01, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I am still working on the testing and the debugging for this project. It is going reasonably well, and I am fixing a lot of bugs that have been on my list for a long time. The project is slowly becoming more stable. I aim to have a very basic, but functional concept verson done […]

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