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P0-A3: Part 545: World Builder

by on Apr.14, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have basically finished the World Builder for now. There are still some minor optimisations to be done, but it seems to work well enough. I have also tested and fixed some issues with randomly-generated planets, textures, etc. There are still some improvements that I want to make with the algorithms used to generate random […]

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P0-A3: Part 544: World Builder

by on Apr.07, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added lighting support to the water system. This was reasonably easy to add. The water now reflects the colour of the day/night cycle, and becomes completely dark at night. This looks a lot better than the unlit system that I was using. There is still a bug which I need to fix with […]

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P0-A3: Part 543: World Builder

by on Apr.07, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

There were some final issues with the textures that I needed to solve, but this is now done. The planet textures (including grass and water) now work at any distance from the origin, and the effect looks quite good. There are still improvements to be made in adding greater randomisation, etc, but this is not […]

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P0-A3: Part 542: World Builder

by on Apr.07, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The issue with the planet textures and shaders at long distances from the origin should be fixed. The solution was to actually encode the terrain height into a second mesh UV channel, and then simply read that data from the shader. This was a much more elegant and effective solution than performing a distance calculation […]

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P0-A3: Part 541: World Builder

by on Apr.07, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I am working on solving the texturing issue with the planets at extreme distances from the origin. This issue is complex, and most of the solutions that I have tried haven’t worked, but I believe that this should be solvable. The main issue is in getting double-precision values into the shader so that I can […]

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P0-A3: Part 540: World Builder

by on Mar.31, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have fixed and improved the procedural planet generation system, and it is now basically working, with the exception of the issue with the 32-bit precision, which I have yet to fix. The system is quite basic, and there is still some improvements and optimisations to be done, but it is working quite well.

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P0-A3: Part 539: World Builder

by on Mar.31, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added paths to the grass system in the project. I have used THIS code to create procedural paths, and then applied a material to that path that prevents the rendering of grass on top of the path. This works very well, although at the moment it is still a concept. There are also […]

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P0-A3: Part 538: World Builder

by on Mar.31, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

There is a bug with the rendering of planet textures on planets distance from the origin. This, I believe, is due to the 32-bit precision. I am still working on fixing this. I may need to use setbuffer() to send double values to the shader, instead of float values, but this seems complicated. I can’t […]

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P0-A3: Part 537: World Builder

by on Mar.24, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The world builder procedural object placement system is functionally complete. I have added the ability to manually select and interact with objects, as well as other improvements. I have also tested the system on randomly generated planets. There is still some optimising and debugging to do, but this should hopefully not be an issue.

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P0-A3: Part 536: World Builder

by on Mar.24, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The World Builder object placement is almost done. I have added support for many more types of objects, from trees to vegetation to plants, and buildings. I have also made sure that trees, etc, only appear on flat ground within a certain height range, they won’t appear on mountains or steep slopes. I still need […]

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