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P0-A5: Part 676: Debugging, Optimising

by on Jan.05, 2020, under P0_A5

I am still working on debugging and optimising my project. I have added a custom text log system that works in parallel with unity’s system. I wanted a log system that creates a text file in the local directory of the unity editor and that only stores the log data from the most recent run […]

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P0-A5: Part 675: Debugging, Optimising

by on Jan.05, 2020, under P0_A5

It may not be possible to port the grass shader over to the HDRP. The entire HDRP port really depends a great deal on this particular feature, because it is the most complex of all of the custom shaders that I have modified. I think, if I can get this working in the HDRP, the […]

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P0-A5: Part 674: Debugging, Optimising

by on Dec.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

Unity 2019.3 should be out quite soon, probably in the next few days. Based on my research into the HDRP, I think porting to the HDRP at some point should be feasible, but I will need to wait a while until there is more support for it. The DirectX grass shader, that is possibly going […]

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P0-A5: Part 673: Debugging, Optimising

by on Dec.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have made some changes to the GUI system that I was working on recently. In addition to adding support for multiple colours in the GUI options, I have also added a 3D “background” object, to make it look like the GUI is mounted on a wrist-computer or portable computer. This has the advantage of […]

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P0-A5: Part 672: Debugging, Optimising

by on Dec.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have spent some time optimising and debugging some long-standing issues with the project. One of the changes that I made is a new way to access the main control script. This script holds references to all of the primary scripts used in the project. Previously, I had been using a public reference to acces […]

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P0-A5: Part 671: HDRP

by on Dec.22, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The Grass shader that I am using has an update that adds preliminary support for the HDRP. I am having some issues getting it to work in my project, but if I can solve these issues, it could be easier to modify this shader rather than create a new one for the HDRP in shadergraph.

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P0-A5: Part 670: GUIs

by on Dec.22, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have created a new world-space GUI system which I think looks quite good. I wanted to avoid “on-screen” guis like this as much as possible, since I am trying to create an immersive, realistic, project, but I will inevitably need GUI’s like this at some points in the project, to handle things like interacting […]

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P0-A5: Part 669: HDRP

by on Dec.22, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have made some progress with recreating the terrain blending shader in the HDRP. I can blend reasonably well between three textures, although there are some noticeable seams. There are also some problems with applying the new material to the actual terrain objects. It may be preferable to try to actually convert my existing shader […]

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P0-A5: Part 668: HDRP, Dynamic Story Generator

by on Dec.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have fixed a few additional issues with the HDRP port. So far, it actually seems to be going ok. The next major issue to deal with will be the terrain, water, and grass shaders. I intend to work on a concept for a new terrain shader at some point next week. I have also […]

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P0-A5: Part 667: HDRP, Advanced GUI’s, Dynamic Story Generator

by on Dec.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The Advanced GUI’s are now done. I am quite pleased with the result. I have added a kind of advanced tracking radar system, which allows an enemy ship to be detected by the frequency of it’s electromagnetic emissions, similar to how sonar works with sound. These emissions can then be compared with random noise, natural […]

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