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P0-A3: Part 555: Server Persistence, Debugging

by on Apr.28, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I am still stuck on the rotation issue. All rotation works when the player is located at the origin, but once they move from the origin, the rotation breaks. I am not sure how to fix this yet.

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P0-A3: Part 554: 2019.1

by on Apr.28, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

Unity 2019.1 has been officially released recently, and I have spent a day or so porting my project over to it. There were some initial issue, particularly with using .net 4.0 (related to parsing text from UI menus) but these issues were solved. I am still working on the rotation issues.

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P0-A3: Part 553: Server Persistence, Debugging

by on Apr.28, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have discovered some issues with the scene rotation system in this project. Under some conditions, the rotation values are off when the ships rotate. I will need to fix this next, since it is a fundamental issue.

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P0-A3: Part 552: Server Persistence, Debugging

by on Apr.21, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I will probably need to postpone the persistence issue until the next milestone. I have a few ideas, but nothing has fully solved the problem yet. I have a few more things to do to finish the current milestone, and I then need to port over to Unity version 2019.1. I will probably return to […]

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P0-A3: Part 551: Server Persistence, Debugging

by on Apr.21, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The server persistence issue is more serious that I thought. The issue is that in order to create the world I need to use unity’s transforms (to actually position the objects), but whenever I do this I lose precision. I can store the actual positions in 64-bit, but I can’t place the objects with 64-bit […]

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P0-A3: Part 550: Server Persistence, Debugging

by on Apr.21, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have switched back to a simpler physics system, which seems to work better for the project at the moment. I may reimplement the advanced physics system later, or stick with this one. The next major issue is the server persistence. There is a serious issue with saving and loading the players position when travelling […]

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P0-A3: Part 549: Server Persistence, Debugging

by on Apr.15, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been working on debugging the complex persistent server/persistent location system in my project, and have discovered some issues. Under certain conditions, the physics system that I am using seems to fail, and result in “nonsense” values being used for movement, etc. I am considering temporarily removing the advanced physics system, and using a […]

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P0-A3: Part 548: World Builder, Aura2

by on Apr.14, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have completed my current objectives with the Aura2 system. The last thing that I wanted to do was enable volumetric lighting on the forests that are generated by the world builder. I needed to make some more changes to the shaders to get this to work, but the effect is quite striking. I also […]

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P0-A3: Part 547: World Builder

by on Apr.14, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have integrated Aura2 lighting into the world builder. I now have volumetric lighting working on planets, and the effect looks very visually appealing. I had to make some changes (including some extensive changes!) to the shaders that I am using to get the lighting and shadows to work properly, but it was worth it. […]

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P0-A3: Part 546: World Builder, Aura2

by on Apr.14, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have purchased the Aura2 asset from the asset store, and I have begun integrating it with my project. This is an advanced volumetric lighting asset that should significantly improve the quality of the lighting in my project. So far, the integration is going well, and the quality of the lighting is excellent. I intend […]

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