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P0-MS4: Part 277: VR Testing, etc

by on Nov.26, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have fixed and tested the in-game “laptop” objects that I created. Combined with the new FOV zoom feature, it is very easy to use them to check and send emails (In real life) and perform various functions within the game. I could have used simple 2D gui’s, but using an actual laptop object is […]

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P0-MS4: Part 276: VR Testing, Integration

by on Nov.26, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have implemented and tested an on-screen keyboard in my virtual reality project, and it works extremely well. I have also added a “zoom” effect that narrows the field of view of the camera (In Non-VR mode) to allow the user to focus far better on detailed control panels than they could previously. Additionally, bugsĀ  […]

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P0-MS4: Part 275: VR Testing, Integration

by on Nov.19, 2017, under Astral Realms, P-0, Spiritus Astrum

I have fixed a number of bugs relating to the VR controller, and added additional functionality. I can now easily move around the ship (using teleportation) with no motion sickness or nausea, I can interact with all interactable object in the game (doors, GUI’s, buttons, lights, etc) and I can play animations while in VR. […]

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P0-MS4: Part 274: VR Testing, Integration

by on Nov.19, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have finally managed to get the rotation properly fixed. There is a command, called “Display.recenterPose();” that seems to, as its name suggests, reset the players pose when the headset is rotated. This isn’t 100% what I was trying to do, but it seems to basically solve all of the issues I was having. I […]

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P0-MS4: Part 273: VR Testing, Integration

by on Nov.19, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am currently working on adding support for rotation as well as teleportation in VR (Using the Oculus Rift and Touch). I can teleport from point to point easily using raycasts, and I can rotate the player easily as well using a simple on screen pointer to show the direction of rotation. However, there is […]

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P0-MS4: Part 272: VR Testing, Integration

by on Nov.12, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I decided to restore my project from a backup, since the Oculus Framework changed too many of the settings and caused too many issues. Instead, I decided to manually add just the code that I needed to get Oculus Touch support with Unity Gui’s working. This was mainly the OVR Raycaster and it’s associated scripts. […]

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P0-MS4: Part 271: VR Testing, Integration

by on Nov.12, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have decided to begin updating and improving my support for the Oculus Rift in my project. I had already implemented basic functionality, and this required very little debugging to make it work with the current version of the project. I intend to add several improvements to the system, including the ability to rotate while […]

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P0-MS4: Part 270: AI Testing, Optimisations

by on Nov.12, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have improved and tested the AI system, but due to its complexity, there are still quite a few things to do. The addition of the persistent server has also added to the difficulty, but the system seems be basically working. There is one intermittent bug that I can’t seem to track down, and there […]

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P0-MS4: Part 269: New Atmosphere/Clouds System

by on Nov.06, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have more or less finished the atmosphere system for now. I have support for different atmosphere colours for each planet, and the ability to show and hide clouds depending on whether the planet has an Earth-like atmosphere or not. Unity includes a Lerp (Linear Interpolation) function that works with colours, this made the atmosphere […]

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P0-MS4: Part 268: New Atmosphere/Clouds System

by on Nov.05, 2017, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I found someĀ sample code HERE on github which I have been modifying to add the gradient to the skybox. It seems to work well, and it includes an “upvector” parameter, so the orientation of the gradient can be changed at run time, this is vital for my project. The particular code file I used is […]

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