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P0-A5: Part 628: World Builder

by on Sep.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have fixed most of the issues with the ground cover integration. There is still a lot of testing to be done, but it seems like the concept, at least, should work ok. I will need to add a lot more variety to the ground cover types, and do a lot more testing, but so […]

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P0-A5: Part 627: World Builder

by on Sep.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum, Uncategorized

I am now in the process of integrating the new random ground cover with the main system. There are some issues here, and I have uncovered some bugs in the existing ground cover system too. I am working on fixing these, and adding the ground cover and lighting.

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P0-A5: Part 626: World Builder

by on Sep.29, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The next goal that I am working on is to add a system to generate more random groups of objects, with lighting, to act as ground cover in the scene. I have already purchased an asset to serve as a base for this, and I now need to find a way to integrate it into […]

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P0-A5: Part 625: Web Browser

by on Sep.22, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have spent over two days trying to update the web browser resource, but the new, updated, code has changed too much for it to be practical. I don’t have any more time to spend on it, so I have instead made minor changes to the old code to fix the bugs. This all seems […]

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P0-A5: Part 624: HDRP Test, Web Browser Update

by on Sep.22, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have conducted a very preliminary test of the upgrade path to the High-Definition Render Pipeline, and from the looks of it there is a huge amount of work that would be needed to achieve this. This was not unexpected, since I have a lot of custom shaders and related code, but it looks like […]

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P0-A5: Part 623: Planet Generator

by on Sep.22, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have continued on from my previous work, and added the ability to randomise the sky colour and lighting profile settings, based on a pseudo-random seed. This was actually quite difficult, because the settings are contained in profiles, which cannot be modified individually. I had to create new, temporary profiles for each planet, and set […]

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P0-A5: Part 622: Ground Cover Updates

by on Sep.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The ground cover refactoring is now basically done. There were quite a few bugs uncovered during testing on the randomly generated planets, but these seem to be mostly solved now. I still have a lot of work to do on the updates to the world builder system. I want to add the ability to randomise […]

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P0-A5: Part 621: Ground Cover Updates

by on Sep.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

Randomisation of the ground cover now works great. I can randomly generate grass based on a seed, with everything from grass colour to textures and size/width being generated for each grass type. The height-based density system is also still working, where different heights on the planet surface will have different grass types, ranging from beaches, […]

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P0-A5: Part 620: Ground Cover Updates

by on Sep.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

I have updated support for grass displacement for the new ground cover system. The new displacement system seems to work better than the old one, and has the same features. The next step is to add the ability to completely randomise the ground cover based on a seed, and then use that for the randomly […]

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P0-A5: Part 619: Ground Cover Updates

by on Sep.15, 2019, under Astral Realms, P-0, P0_A5, Software and Games, Spiritus Astrum

The new ground cover system is now basically working. I decided to modify a forward rendering shader, rather than a deferred rendering shader, since this seems to look a lot better in unity. The lighting, etc, looks much better, and with a small number of lights in the scene there shouldn’t be much difference in […]

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