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P0-P-172: Part 44: Guided Missiles: Exhaust trails, explosion effects, etc

by on Nov.20, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have added the first weapon to the game. I have created a guided missile object, with a rocket engine/exhaust effect, and an explosion effect. When fired, the missile will steer itself towards the nearest target, and destroy it. For now, the target is just deleted when it is hit, but in future I intend […]

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P-172: Unity: Space Environment: Part 36

by on Nov.06, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

The progress of my model in quixel is not going well. In addition to trying to figure out how to use the program to it’s full extent, I am also having problem importing the materials into Unity. The materials seem to look completely different in Unity from the way the do in the “3DO” renderer. […]

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P-172: Unity: Space Environment: Part 27: Space Exploration Engine

by on Oct.30, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

Progress on integrating the Space Exploration engine is good. All code is compiling, and everything seems to be working behind the scenes. After some effort, I decided that it was easier to integrate my project with the demo scene, rather than vice versa, since there is a lot of setup to be done. I was […]

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P-172: Unity: Space Environment: Part 25: Space Exploration Engine

by on Oct.23, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have done some more research into the Space Exploration engine. There were a few things that I was concerned about, and one of them was the “reproducibility” of the terrain.  I need a terrain system that produces identical terrain geometry every time the user visits the same place on the terrain. This is not […]

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P-172: Unity: Space Environment: Part 23

by on Oct.23, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have been looking into the various tools and asset packs that are available on the Unity store. There are several (in addition to the Space Exploration Engine) that look very promising. The first that I discovered is the “Morph Character System” by Morph 3D. This system seems to provide a powerful way to not […]

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P-172: Unity: Space Environment: Part 20

by on Oct.16, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have finished the last of the doors that I was working on, I think they look quite good. I have also finished texturing all of the rooms except for one, and I have finished modelling that room. I hope to have the interior of the structure finished in the next week or so, but […]

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P-172: Unity: Space Environment: Part 19

by on Oct.16, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have finished a complex four-piece door that is designed to divide up the main sections of the space station that I am building. Animating doors like this is extremely simple in Unity, with its advanced built in animation system. I can also add triggers and control logic very easily.

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P-172: Unity: Space Environment: Part 18

by on Oct.16, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

I have started adding the doors to my Unity project. This is taking a lot longer than I thought, because I currently have three different types of doors that need to be added, and I need to model each one in pieces, unwrap and texture it, and then animate it in Unity. I then need […]

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P-152: Virtual World Concept Update 173: Milestone 2.5

by on Oct.16, 2016, under Art and Designs, Astral Realms, P-0, Spiritus Astrum

I seem to have solved most of the problems that I was having with the rotation of the nodes. I have figured out how to measure the distance between the two vectors, from the world space center of the planet, to the player, and from the world space center of the planet to the local […]

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P-152: Virtual World Concept Update 172: Milestone 2.5

by on Oct.09, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

With the aid of the Gamedev forums, I believe I have finally solved this issue. I knew that I needed to translate the nodes to the planet’s origin, perform the rotation there, and then translate back, but my vector math to do that was wrong. Once I got that corrected, I was able to rotate […]

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