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P0_A9

P0-A9: Part 881: Improvements, Debugging

by on Mar.21, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have run into some more bugs with the project. I discovered one issue with the ground cover. At certain times of day (depending on the sun position) there is a visible seam in the ground cover. This is not a huge issue, but it will need to be fixed at some point. The next, […]

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P0-A9: Part 880: Improvements, Debugging

by on Mar.21, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have fixed many long-standing issues with the project, and conducted longer and longer field tests. Overall, everything is continuing to go very well. Any bugs found have been minor, and were fixed quickly. I have also made improvements to lighting, shaders, and various other smaller systems. I have a few more complex tests to […]

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P0-A9: Part 879: Improvements, Debugging

by on Mar.21, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have spend a few days optimising the project, in particular the ground cover since that was responsible for most of the FPS issues when exploring planets. I now have the project easily running at over 30 FPS in the editor, and even higher in the build, while still looking good. I have added several […]

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P0-A9: Part 878: Improvements, Debugging

by on Mar.14, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

The debugging is still going well, after the issues with the solar system mechanics. I have fixed a few minor bugs, and I have a few more to look at in the future. I have made some changes to the lighting, etc, in the project too. The next major goal is to optimise the framerate. […]

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P0-A9: Part 877: Improvements, Debugging

by on Mar.14, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have run a test which involved landing the players capital ship on a planet. Currently, this is not officially supported, partly because I didn’t think that this would be possibly to implement. However, I ran a test, and it worked extremely well. It should be quite possible to allow capital ships to land, so […]

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P0-A9: Part 876: Improvements, Debugging

by on Mar.14, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

The solar system mechanics bug seems to be fixed! This took a long time, but I am reasonably confident that the system works now. The user can now not only see the day/night transition in real time from space, and travel to the planet and have the time of day on the surface match the […]

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P0-A9: Part 875: Improvements, Debugging

by on Mar.14, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I am still working on the bug that I identified in the solar system mechanics system. I am making progress with it, but it’s still not fixed. I have, however, fixed several other bugs and made some improvements to the same system while working on this. I have improved the lighting on the night side […]

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P0-A9: Part 874: Improvements, Debugging

by on Mar.07, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have made several improvements to the project, and fixed a number of bugs, thankfully, none particularly serious. I have also added additional graphics options, such as the ability to select the desired cubemap resolution. Cubemaps up to 4K are now supported, which look excellent. I have run into a slightly more serious bug with […]

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P0-A9: Part 873: Improvements, Debugging

by on Mar.07, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

The debugging is still progressing well. I have run the project in full screen, at 4K, and with all graphics options set to maximum, and the results were quite encouraging. There were a few minor issues that I have mostly fixed, but there are a few more still left to solve.

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P0-A9: Part 872: Improvements, Debugging

by on Mar.07, 2021, under Astral Realms, P-0, P0_A9, Software and Games, Spiritus Astrum

I have, luckily, fixed the major bug that I was dealing with. There were actuall several issues that were contributing to it. The server position was not being set correctly in some cases, and there was a precision issue when moving over long distances. This has now been fixed, and the core mechanics seem very […]

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