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P0-A4

P0-A4: Part 604: Debugging/Refactoring

by on Aug.18, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I am still in the process of debugging the project. There are some memory spikes and probably memory leaks that I am trying to fix, but they don’t seem to be too severe. I am using the Unity profiler to track down the cause of the issues. The new unity profiler features are extremely powerful, […]

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P0-A4: Part 603: Debugging/Refactoring

by on Aug.11, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The new Time of Day and Weather system is now basically done. I haven’t been able to add volumetric clouds that the player can fly through, and there is still a lot of testing to do, but for now I am pleased with the results. Lighting and shadows work, including “God rays” or “Crepuscular rays” […]

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P0-A4: Part 602: Debugging/Refactoring

by on Aug.11, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The Weather and Time of Day system seems to work very well. I still have a lot of testing to do, but rotation and translation works, and I have added some additional features like mist and a random weather change script, as well as random lightning flashes during storms. I have also integrated it with […]

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P0-A4: Part 601: Debugging/Refactoring

by on Aug.11, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I believe I have solved most of the issues with the dynamic skybox. There are still some seaming issues that I will need to solve (They seem to be caused by how I am capturing and converting the scene to an equirectangular texture) but I am quite pleased with the results. I now need to […]

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P0-A4: Part 600: Debugging/Refactoring

by on Aug.11, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have tried a few solutions to add my current background to the Azure sky asset, which haven’t worked. However, I have found one that I think will work. The idea is to render to current skybox into a rendertexture, and then use that rendertexture as the skybox material for the sky background, instead of […]

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P0-A4: Part 599: Debugging/Refactoring

by on Aug.11, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have been working with an asset called “Azure Sky” with a view towards replacing my current Skybox, Weather, and Time of Day system. My current system doesn’t support rotation, this asset does, it also has weather built in. The only issue that I can find with it is that it has a fixed background […]

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P0-A4: Part 598: Debugging/Refactoring

by on Aug.04, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have found an asset that I hope will provide the base for a working Day/Night transition and weather system for my project. There is one issue with it which I need to solve before I can use it. The asset uses a fixed texture for the space background, and I need to replace this […]

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P0-A4: Part 597: Debugging/Refactoring

by on Aug.04, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum, Uncategorized

I have been doing extensive research into various weather and time of day systems for Unity. I have a few options that I am looking at, but none of them do exactly what I need them to do. I will need to do some extensive modifications no matter what system I end up using. I […]

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P0-A4: Part 596: Debugging/Refactoring

by on Aug.04, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have discovered and fixed some bugs with the radar system that I am using, but there are still some issues left. I will need to refactor this system at some point, there are still issues with it. The next thing that I need to do is replace the Day/Night cycle and weather system with […]

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P0-A4: Part 595: Debugging/Refactoring

by on Jul.28, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The AI refactor is now mainly done. I have made improvements to the persistent AI system, and the AI position and precision code. There are still some slight issues when placing AI at long ranges, but this isn’t a critical issue.

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