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P0-B4: Part 1208: Traffic System
by PhoenixGames on Mar.05, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
I can now generate all of the required graphs for the vehicles, and it can be done without any noticeable performance impacts. The next goal is to get the AI vehicles to travel around the graph to random points without colliding. I tried a few solutions to this problem, but none have worked yet. The […]
P0-B4: Part 1207: Traffic System
by PhoenixGames on Mar.05, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
The first step with the traffic system is to generate separate graphs for the pedestrians and the vehicles. I may also need to generate a different graph for each “lane” of the streets (left lane, right lane, etc). Generating the graphs shouldn’t be difficult, since they are generated asynchronously. The problem will be trying to […]
P0-B4: Part 1206: Debugging, Improvements
by PhoenixGames on Mar.05, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
I have improved the decal projection system that I have been using in the project, so that I can add projectro decals underneath terrain objects. This improves the look of the game by adding more visual detail when the grass around the object is not being rendered. The next goal for the project is to […]
P0-B4: Part 1205: Debugging, Improvements
by PhoenixGames on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
In addition to finishing the ground cover exclusion system, I have also fixed several bugs with the project. These were mostly minor bugs related to object positioning in the world, etc. I also fixed a minor issue with the new road system. There are still a few minor bugs that I want to look at […]
P0-B4: Part 1204: Ground Cover Exclusion System
by PhoenixGames on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
After a lot of work, I have managed to get the ground cover system working. I have rewritten the point and plane projection code to use non-unity methods, which should, first of all make it faster, and second of all, it will allow me to use this code from another thread. I am using a […]
P0-B4: Part 1203: Ground Cover Exclusion System
by PhoenixGames on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
I replaced the build in terrain function with another solution, which projects a point onto a plane. I could use this to get all of the needed points onto the same plane, so that I could get the distance between them. I could then use this distance to determine which pixels should contain ground cover, […]
P0-B4: Part 1202: Ground Cover Exclusion System
by PhoenixGames on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
I am still working on the ground cover system. I had a solution working, however it was much too slow (I was getting the exact world space position of every UV coordinate on the terrain, using the terrains own function for this purpose, however this function was never meant to be called in a loop […]
P0-B4: Part 1201: Ground Cover Exclusion System
by PhoenixGames on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
The basic structure of the new ground cover exclusion system basically works, I can search for all terrain chunks close to the player (not just the one that the player is currently on) and exclude all grass objects on those chunks. I had some issues with instancing, and paging in and out the terrain chunks, […]
P0-B4: Part 1200: Ground Cover Exclusion System
by PhoenixGames on Feb.26, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
The main goal for this week is to improve the grass exclusion system. I need to be able to extend the range of the system, as well as exclude objects from across terrain chunk boundaries (so, if an object is on one chunk, but it’s radius extends onto another chunk, the grass exclusion system should […]
P0-B4: Part 1199: Debugging, Improvements
by PhoenixGames on Feb.19, 2023, under Astral Realms, Meridian, P-0, P0_B4, Software and Games, Spiritus Astrum
In addition to improving the grass exclusion system slightly, I have also mostly finished the road system. I still need to do a little more testing, but the rotation and collision, as well as the road mesh generation itself, works at all orientations, and can be paged in/out properly, etc. Currently, the road system only […]