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P0-A9: Part 871: Improvements, Debugging

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

Debugging and functionality/immersion improvements are still going well. I have added a new navigation system that allows the player to find items in the world more easily, and I have extensively tested many other systems in the sim. I have also tested the item improvements more. I have discovered one quite serious bug in the […]

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P0-A9: Part 870: Improvements, Debugging

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

I have made extensive improvements to the persistent items in the project. All tools and most usable items were already persistent in the world, but I have made improvements to the way that these items are handled and stored. In is now possible to place items within the shuttle for storage, and it is possible […]

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P0-A9: Part 869: Improvements, Debugging

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

I am still working extensively on the debugging. I found, and fixed, a complex issue with the scene persistence. The position of the player would be slightly off after several save/load cycles. I have also fixed an issue with the players character model not being displayed properly. So far, the debugging is still going well.

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P0-A9: Part 867: Improvements, Debugging

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

I have improved the network paging code to improve performance. Since almost all objects are now persistent, I have had to add additional features to ensure that objects are only paged from the server when absolutely necessary. I have also fixed a lot of bugs.

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P0-A9: Part 866: Stellar Objects, Improvements, Debugging

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

I have made several improvements to the Stellar objects system. The stellar objects now blend properly with the atmosphere, and this produces a much more subtle and realistic effect. I have also added an autopilot system to make is easier to return to the ship from exploring planets, and I have fixed several bugs.

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P0-A9: Part 865: Extreme Long Range Objects

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

I have made some changes to my system to allow stellar objects to be viewed over extreme range. It is now possible to not only view them from the surface of planets, which looks great, but it is also possible to navigate to objects by eye alone, without using navigation systems, which increases realism. I […]

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P0-A9: Part 863: Persistent Objects

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

I have decided to substantially improve the current persistent object system in the game. At the moment, only specific objects are stored on the server as persistent objects (and paged to other players). Most items that are found in the world or crafted, etc, are not persistent, so will disappear when the game is shut […]

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P0-A9: Part 862: Debugging

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

I have been working on improving the server side code. Currently, there are issues with multiple simultaneous connections accessing the database at the same time. I have improved my database connection code to properly utilise connection pooling, which means that I can handle up to 100 simultaneous connections, which should be more than enough for […]

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P0-A9: Part 861: Debugging

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

The debugging is still going well. I have tested several key systems, as well as fixed some bugs that I discovered. I also have several ideas for future improvements and upgrades.

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P0-A9: Part 860: Debugging

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

I have added a relatively complex gui system to allow the player to customise their characters traits and backstory. This can be accessed in game, and is fully networked, to allow other network players to also view your characters profile during conversations. I have also done extensive debugging and testing, which is continuing to go […]

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