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P0_A9

P0-A9: Part 891: Art, Improvements, Etc.

by on Apr.11, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have created several simple models of minerals, and I have added them randomly to the project. Each planet type has different minerals native to it. The next step is to allow the player to harvest and mine the different minerals to gain resources. In future, the player will be able to use these resources […]

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P0-A9: Part 890: Art, Improvements, Etc.

by on Apr.11, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have completed the models and support code for a mining drill to be used in the game. I have also made improvements to various other items, including flares and the scanner. It is now possible for (flaming) torches and flares to be used to heat the player in cold environments. The next step is […]

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P0-A9: Part 889: Art, Improvements, Etc.

by on Apr.11, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have finished the new binoculars item. It has an integrated night-vision mode, which can be turned on and off at will, a zoom feature, and a rangefinder. The night vision effect in particular works very well, and should be much more useful than navigating with the torch at night and in dark areas. I […]

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P0-A9: Part 888: Art, Improvements, Etc.

by on Apr.04, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have begun working on the new objects, starting with a binoculars that will have a night vision mode and rangefinger. This will be designed to help with navigaion within the world, especially at night.

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P0-A9: Part 887: Improvements, Debugging

by on Apr.04, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have fixed some last minute bugs with the snow system and ground cover. I have also run a successful field test. So far, everything seems fine. The next step is to create some art for the project and add some new usable items and some critical new features.

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P0-A9: Part 886: Improvements, Debugging

by on Apr.04, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

The ground cover issue is finally fixed. I spent several days working on it, and I am now basically out of time for the current debug phase, but it is done. The issue was caused by the snow system in the project. I think the snow shaders weren’t being properly loaded, and that was causing […]

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P0-A9: Part 885: Improvements, Debugging

by on Apr.04, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

The debugging is continuing to go well. I have fixed various minor visual issues caused by layer inclusion/exclusion, and other minor problems. I have run into a serious graphical issue with the ground cover system though. There is a strange shadow effect that appears over the ground cover. The issue seems to occur almost entirely […]

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P0-A9: Part 884: Improvements, Debugging

by on Mar.28, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have made several improvements to the complex radar system used in the project. There were a few long standing bugs that have been fixed, and the stability of the system is much better now. This system is vital for the project, due to the extreme distances involved, so it is essential that it works […]

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P0-A9: Part 883: Improvements, Debugging

by on Mar.28, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have fixed quite a large number of bugs. I have fixed a bug causing low framerates when snow is enabled, and I have fixed some other issues with the weather and ground cover systems. I also fixed an issue with the time of day system being incorrect, due to the latitude of the planet, […]

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P0-A9: Part 882: Improvements, Debugging

by on Mar.28, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I am coming to the end of the current cycle of debugging, and most of the critical systems that I had planned to test have been successfully tested. I ran into some worrying issues with the NPC pathfinding on cities when the city is on the far side of a planet (IE, when the worldup […]

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