P0-A4
P0-A4: Part 594: Debugging/Refactoring
by PhoenixGames on Jul.28, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
The next system that I have been refactoring is the AI. There was some substantial issues with this system due to the changes that I made to the AI integration and ship rotation in the project. Most of these issues seem to be fixed now. I have also added some new features, such as AI […]
P0-A4: Part 593: Debugging/Refactoring
by PhoenixGames on Jul.28, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
The refactoring is continuing to go well. I have made changes to the system to allow all of the players control objects (Ships, shuttles, vehicles, and the players avatar) to be placed with 64-bit precision and then stored persistently on the server. I have also stored the rotation of the control objects, so the scene […]
P0-A4: Part 592: Debugging/Refactoring
by PhoenixGames on Jul.21, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
The refactoring is still going very well. I have proof of concept that the changes do work well in most cases, although I haven’t tested all cases yet. I can now move all objects, including the player object, over extreme distances with very high (64-bit) precision. The world space position and rotation is also stored […]
P0-A4: Part 591: Debugging/Refactoring
by PhoenixGames on Jul.21, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
The major refactor of the core mechanics is actually working reasonably well. I am surprised by how straightforward it was. I removed a lot of superfluous code and poorly-optimised code, and I now have a very efficient and reliable system for placing objects with the world. There is a lot of work to be done […]
P0-A4: Part 590: Debugging/Refactoring
by PhoenixGames on Jul.21, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
The AI issues seem to be generally working, but I will need to spend more time on this to properly debug the system. There are some fundamental issues related to saving and loading the position of the AI that I hadn’t noticed before. I am now in the process of debugging the nav system, and […]
P0-A4: Part 589: Debugging
by PhoenixGames on Jul.14, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
I do need to do some major refactoring on the persistent objects and long-distance rendering and paging. This will take some time, but will be necessary to stabilise the project. There is also a long-standing issue with the AI that occurs when the game is resumed after pausing and saving the game state to the […]
P0-A4: Part 588: Debugging
by PhoenixGames on Jul.14, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
The AI is basically functional now, and I am moving on to working on the long-range navigation and paging system. There are some issues here, which will result in some refactoring needing to be done in the near future, but generally everything seems to be working ok.
P0-A4: Part 587: Debugging
by PhoenixGames on Jul.14, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
The testing and debugging of the core mechanics is still going reasonably well. I am still focused on the AI. I have fixed several smaller issues can occur ocasionally, under certain conditions.
P0-A4: Part 586: Debugging
by PhoenixGames on Jul.07, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
The AI testing and debugging is going well. I am still in the process of adding the new 64-bit position feature, this will probably take a few more days, but I will need to spend more time testing and improving this system anyway. I will also need to replace the weather and time of day […]
P0-A4: Part 585: Debugging
by PhoenixGames on Jul.07, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum
The AI testing is going well. I had to fix some issues and improve some code related to the new navigation system, but there doesn’t seem to be any major issues. I have also implemented a concept for the new persistent object system which seems to have worked out well. The next step is to […]