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P0_A5

P0-A5: Part 646: VR Improvements, New Features

by on Nov.03, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have improved and tested the VR support in my project (Oculus Rift only for now) and I have also added improvements to it. It is not currently possible to play the entire game in VR, however I have added the ability to enter and leave VR at will at the press of a button. […]

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P0-A5: Part 645: Debugging, New Features

by on Oct.27, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have been working on texturing concept for large objects. One of the issues with my project is that the ship objects are far too large to be textured with a single UV set, but splitting them up into multiple objects causes seaming and gaps. I have figured out how to use UDIM texture tiles […]

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P0-A5: Part 644: Debugging, New Features

by on Oct.27, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have added improvements to the AI system within the project, and I have also fixed a number of bugs. I have also improved the persistent object code to allow the user to pick up objects from anywhere in the world, store them in their inventory, and then place them in another location in the […]

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P0-A5: Part 643: Debugging, New Features

by on Oct.27, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have added a large number of variables and game mechanics to the project to increase immersion and realism. I think the core concept is mainly done (although I still don’t have realistic orbital physics for the planets, etc) and I have now started working on the gameplay and story elements of the world.

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P0-A5: Part 642: Debugging, New Features

by on Oct.27, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have spent some time improving the physics of the moving objects in the project, such as the capital ships that the player can control. Previously, moving these ships was very simplistic, but I have improved this quite a bit. It is still not completely realistic, but it is a lot better.

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P0-A5: Part 641: Debugging, New Features

by on Oct.20, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

In addition to many more bug fixes and improvements, I have also been moving forward with the new features for the project. I have been experimenting with adding rings to planets, and the results have been very good. I have just been adding them manually for now, I haven’t integrated them with the dynamic system […]

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P0-A5: Part 640: Debugging

by on Oct.20, 2019, under Astral Realms, P0_A5, Software and Games, Spiritus Astrum

I have fixed a large number of smaller bugs, and I have also started adding in new features to the project. There were a number of long-standing issues that have now been fixed, such as graphics issues when landing on planets, and choppy or jerky movement when flying the capital ships. I have also started […]

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P0-A5: Part 639: Debugging

by on Oct.20, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I am continuing to debug and test the core mechanics of the system, and so far, it seems to be going well. I have spent quite a bit of time with the AI system, and improved various aspects of it. The AI now supports paging, and the state and action (and position) of the AI […]

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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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