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P0-A4

P0-A4: Part 574: Art

by on Jun.09, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The art is continuing to go reasonably well. I have not started any unwrapping or texturing yet, I am focusing just on the modelling. I was able to reuse some of the art from my previous example scenes, but not all of it.

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P0-A4: Part 573: Art

by on Jun.09, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have significantly reworked the interior design for the main sections of the ship. I have made it quite a bit smaller than it was, and populated the space with far more details, to make it look visually more interesting. I think the slightly claustrophobic, cramped, look works well and adds a lot more visual […]

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P0-A4: Part 572: Art

by on Jun.09, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I am continuing with the art improvements. I intend to get most of the new ship design done this month. The current objective is to model the main reactor core and connected rooms and compartments. This is going reasonably well, and the art style and design is looking quite consistent with the rest of the […]

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P0-A4: Part 571: Art

by on Jun.02, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have added some detail to the model that I am working on. I have also found out how to combine smooth surfaces with flat surfaces on the same model without distorting the geometry. I am trying to keep the entire hull of the ship, exterior and interior, as one model as much as possible […]

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P0-A4: Part 570: Art

by on Jun.02, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I am now working on some improvement to the art for this project. The main goal is to find a workflow that I can use to create a complex interior and exterior scene with high-resolution textures and no gaps or holes in the mesh. I am also trying to improve the quality of the art […]

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P0-A4: Part 569: Persistent Location

by on Jun.02, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

It seems that the 64-bit precision and long-range movement from the origin does work. I suspect that it will need a lot of testing and debugging, but the concept should work ok.

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P0-A4: Part 568: Debugging, Refactoring

by on May.26, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The improvements to the persistent location system seem to be working reasonably well. I still need to test them extensively, but everything seems to be working very well so far. Only the player control object is stored with 64-bit accuracy, but most of the other objects are created procedurally, so their position doesn’t need to […]

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P0-A4: Part 567: Debugging, Refactoring

by on May.26, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

I have created a concept that allows me to save and load the player control objects position with very high precision. This allows the player to basically travel to anywhere within the world, save, and then resume from the exact same position and rotation, regardless of the distance from the origin. I still need to […]

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P0-A4: Part 566: Debugging, Refactoring

by on May.26, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

The rotation seems to be working reasonably well now. I still need to test it more extensively, but it seems to be generally working. The next thing that I need to do is to fix the issue that I found with the players position after quitting and resuming the game. This position is stored in […]

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P0-A4: Part 565: Debugging, Refactoring

by on May.19, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

Assuming there are no more issues with the AI navigation on a rotating object, the final major issue to solve is the fact that I can’t use baked lighting on a static object. This means that I can’t use emissive textures, which is very important for my projects look and feel. However, it looks like […]

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