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P0-A2: Part 492: Readable Books

by on Dec.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have used THIS asset, “PowerBooks” from the asset store to add readable book to my project. It was extremely easy to integrate this asset, and use it to take a random text file and convert it to a book that can be read in world space, using first person controls. This provides for a […]

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P0-A2: Part 491: Optimisation

by on Dec.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have increased my framerate in the editor to about 40 FPS at the highest quality settings, with volumetric lighting, post processing, etc, all enabled. The framerate does vary depending on what the player is doing (travelling in a shuttle, exploring a planet, etc) but it is much higher than before. A framerate of 40 […]

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P0-A2: Part 490: Optimisation

by on Dec.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been spending quite a bit of time optimising my project. The framerate has dropped considerably in the editor since I added post processing and Aura Volumetric lighting. In addition, the profiler often crashed unity, likely due to the huge memory requirements of my scene. I have implemented a simple room or compartment based […]

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P0-A2: Part 489: Art

by on Dec.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The pistol has been imported and it’s textures have been added to Unity. It actually looks quite well. I could spend more time setting up proper lighting, etc, but it look quite good with the current lighting in my scenes.

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P0-A2: Part 488: Art

by on Dec.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The pistol model is now completely finished. It came out looking reasonably ok, although it could definitely be improved. I need to import it into Unity next.

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P0-A2: Part 487: Art

by on Dec.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have finished all of the modelling for the pistol modelling. It is setup in two pieces, to allow the slide to move rearward when the gun is fired. The next goal is to texture it with Substance Painter.

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P0-A2: Part 486: Terrain Normal Mapping

by on Dec.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have modified the terrain shader to support normal mapping, which is a big improvement. I haven’t fully implemented this feature, since it would involve creating normal maps for all of my terrain texture types, and applying the correct normal map to the terrain in the random terrain generator, which would take a lot of […]

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P0-A2: Part 485: Art

by on Dec.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I intend to practice my art skills a bit, and try to improve my skills. There is a new version of Substance Painter out that I want to use as well. I am now working on a model of a pistol, which I want to texture in Substance Painter.

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P0-A2: Part 484: Dynamic Nebula Background

by on Dec.02, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The dynamic nebula system is now basically done. There are quite a few additions that I could make to it, but it is functional and looks reasonably good now. I intend to have volumetric nebulae, that can be actually flown through, later. Currently, the nebulae are a background effect only, which is not very realistic. […]

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P0-A2: Part 483: Dynamic Nebula Background

by on Dec.02, 2018, under Astral Realms, P-0

The next new feature that I am working is a system to add dynamic nebula backgrounds to the project. I want to able to randomise the background for the scene according to a repeatable seed, so that when a user revisits the same area of space the background is the same. Currently, this will be […]

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