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P0-MS5: Part 311: City Simulator

by on Jan.21, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The random generation system seems to work well. There are still some bugs in the system, and I need to test it properly, but it seems to be generally working. The next step is to improve the performance of the generation system so that it can be used in real-time with no perceptible drop in […]

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P0-MS5: Part 310: City Simulator

by on Jan.21, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have created a set of templates that add the ability to randomise different elements of the cities structure. I can add additional nodes and roads in the center of cells (removing a lot of “dead space”) and I can add and remove roads randomly, as well as create circular roads. Currently, all of these […]

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P0-MS5: Part 309: City Simulator

by on Jan.21, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The individual zones within the cities can now be randomised, each one can have a separate, dynamic, zone type. In addition to that, I have added my own custom interior buildings to the CiDy system. I have also adjusted the scale of the default buildings to a more realistic value. The next step is to […]

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P0-MS5: Part 308: City Simulator

by on Jan.21, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

There are some issues with the City Simulator system that I hadn’t discovered previously. When the Cities are created with non-Y up orientations on other planets, there are still rotation issues. There are also some additional issues with the ground cover that I need to fix. It seems that creating the planets dynamically causes some […]

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P0-MS5: Part 307: City Simulator

by on Jan.14, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have solved the issues with the orientation, the cities can now be created with any orientation. I have had to create the city first, and then rotate it, since rotating the vectors first doesn’t seem to work. What I ended up doing is creating the city with a y-up orientation beneath the terrain, and […]

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P0-MS5: Part 306: City Simulator

by on Jan.14, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have textured the platform that the city rests on, and also implemented simple “paging” of the cities. This means that multiple cities can be created, with cities being created and deleted as the player moves. The next issue that I need to solve is to make sure the cities align properly to a non-Y […]

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P0-MS5: Part 305: City Simulator

by on Jan.14, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

Creating a platform for the city to rest on seems to work well. I still need to texture the platform, and align it properly to the terrain, but so far there don’t seem to be any major issues with it. I had a few problems getting the collision and raycasting working when aligning the platform […]

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P0-MS5: Part 304: City Simulator

by on Jan.14, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have achieved preliminary proof of concept with creating the cities on the terrain. I can now create cities aligned properly to the terrain, but there are still performance issues, as well as z-fighting between the roads and the terrain. The grass also appears through the road and building meshes. I will probably need to […]

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P0-MS5: Part 303: Creating a Tesseract in Unity

by on Jan.07, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been interested in four dimensional mathematics for some time now, and I recently found some code (HERE) to create and rotate a “tesseract”, or four dimensional cube, in Unity. I haven’t made many changes to the code yet (just a few modifications to get it to work with my current build) but it […]

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P0-MS5: Part 302: City Simulator

by on Jan.07, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The initial testing of the CiDy system achieved proof of concept, but it is obvious that it will be difficult to place the city properly on the terrain. I will also have problems when the terrain subdivides as the player gets closer, the cities buildings will need to be moved to properly align them to […]

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