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P0_A10

P0-A10: Part 914: Debugging, Improvements

by on Jun.20, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

The issue with the environmental effects is still present. I am not sure how to fix this, I may need to postpone it for now. The next goal is to continue testing and improving the networking system. I have already fixed a bug which was preventing a network players avatar from being removed from the […]

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P0-A10: Part 913: Mirror Port

by on Jun.20, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

I have tested almost every single individual client and server function in my project using the new Mirror networking system, and they all seem to work fine. There were a few minor issues that I discovered, and fixed, but a lot of these issues were pre-existing bugs. There were some minor issues with player position […]

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P0-A10: Part 912: Mirror Port

by on Jun.20, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

I have been working on the port from UNET to Mirror. So far, it is going extremely well. I have uncovered some issues, but some of these seem to be pre-existing bugs that I hadn’t discovered yet. It will be some time before I can commit to the port, and I will need to individually […]

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P0-A10: Part 911: Debugging, Improvements

by on Jun.13, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

The testing for the port from UNET to mirror is going well. I should be able to start the final port today or tomorrow, and I am hoping to get it done in a week or so. This will require extensive testing, but I think it should work ok. There is still a bug in […]

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P0-A10: Part 910: Debugging, Improvements

by on Jun.13, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

The AI navigation changes seem to be complete. This system needs more improvements and testing, but it is much improved from what it was. The Graphs can now be generated before the players lands on the geometry, which is much more immersive. This should also allow the floating origin shift to work while the user […]

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P0-A10: Part 909: Debugging, Improvements

by on Jun.13, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

I have been working on adding a criticial feature (or bug fix?) to the AI system. Currently, the navigation graph is generated when the player lands on the city or geometry that the AI is to be spawned on. The problem with this is that I need to rotate the geometry to a y-up orientation […]

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P0-A10: Part 908: RBAR, RAM Overclock

by on Jun.13, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

After installing the new F33 BIOS for my motherboard (Aorus Xtreme) I have managed to get Resizeable bar working on my 3090, and I have managed to Over clock my RAM from 2666 to 3200. This is a substantial increase, but I was hoping to get to 3400 or 3600. With more effort, I may […]

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P0-A10: Part 907: Debugging, Improvements

by on Jun.06, 2021, under Astral Realms, P0_A10, Software and Games, Spiritus Astrum

The issue with the snow is more serious that I thought. I will need to rewrite the snow shader to handle arbitrary world up values, but this is complex, I may need to postpone this for now. However, the Port from UNET to Mirror is goin gextremelt well. It seems that the mirror system is […]

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P0-A10: Part 906: Debugging, Improvements

by on Jun.06, 2021, under Astral Realms, P0_A10, Software and Games, Spiritus Astrum

I have made several additional improvements to the AI system. It is now possible to use both voice and text based input to select AI crew/squad members, and issue orders. I am trying to keep the system as immersive as possible (IE diegetic ), so I am keeping the guis to a minimum, but for […]

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P0-A10: Part 905: Debugging, Improvements

by on Jun.06, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

The AI work is essentially done. I will need to conduct another round of testing and debugging, possibly in A10, but I am quite pleased with the results that I have achieved so far. The AI navigation and pathfinding works fine regardless of the orientation of the walkable surface, this is crucial for my project. […]

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