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P0-A5: Part 638: Server/Client Persistence/Object Paging

by on Oct.13, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have made further changes and improvements to the server system. I am now storing all object positions in the mySQL database, and not on the server itself. This provides better persistence, and is also a more correct way of doing things. It means that the server can be shut down without causing the objects […]

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P0-A5: Part 637: Server/Client Persistence/Object Paging

by on Oct.13, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The first phase of the core mechanics testing is now done, and has gone well. I have corrected several minor bugs, and improved the client and server persistence systems. The core gameplay now seems pretty solid. I can store position and rotation information for all of the control objects persistently on the server, allowing the […]

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P0-A5: Part 636: Server/Client Persistence/Object Paging

by on Oct.13, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The paging system is now basically done, and it works extremely well. I have had to make quite a number of small changes to the core mechanics to get this to work, so I will need to retest a lot of things, in case some of those changes have broken anything, but the paging system […]

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P0-A5: Part 635: Server/Client Persistence/Object Paging

by on Oct.13, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The core mechanics testing seems to be going well. There have been a few minor bugs, which I fixed, but there have been no serious issues with the system, even under repeated testing. I intend to add a complex object paging system next, to enable and disable objects based on their distance from the user. […]

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P0-A5: Part 634: Server/Client Persistence/Object Paging

by on Oct.06, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum, Uncategorized

The next major goal is to add a more complex paging system to the project that handles loading and unloading of complex scenes in real time, and also handles instantiation and destruction of objects, etc. This is basically working now, and it seems that there are no major bugs. From next week on, I will […]

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P0-A5: Part 633: Lighting

by on Oct.06, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been doing some experimenting with dynamic lighting in Unity. I can’t use baked lighting since the objects in my scene aren’t static, and I can’t use raytracing since my project doesn’t use the HDRP, and I won’t have time to port to it for a while. However, by using Aura2 lighting and light […]

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P0-A5: Part 632: World Builder/Environment

by on Oct.06, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have added some additional details to the environment system in the project. I have created a region based system that will update some environmental effects as the player moves from, for example, a birch forest, to a beach, or to a pine forest, etc. Each region can have its own environmental effects, like leaves […]

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P0-A5: Part 631: World Builder

by on Oct.06, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The world builder is now done, for the moment. I will be returning to it again in the future, to add more features and improvements, but I have made extensive improvements to it over the last week or so, and I am quite satisfied with how they turned out.

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P0-A5: Part 630: World Builder

by on Oct.06, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have improved the world builder system further. I have added lighting, and paging, and other improvements and optimisations to the system, and this seems to have produced some very nice looking results. There is a lot of work left to do, but the system is working quite well.

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P0-A5: Part 628: World Builder

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

I have fixed most of the issues with the ground cover integration. There is still a lot of testing to be done, but it seems like the concept, at least, should work ok. I will need to add a lot more variety to the ground cover types, and do a lot more testing, but so […]

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