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P0-MS5: Part 314: City Simulator

by on Jan.28, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I discovered an issue with the City Simulator, which I believe I have mostly fixed. When cities were being generated far from the origin, I was getting graphical problems with the roads and sidewalks, most likely due to the 32-bit precision issues. I was able to fix this by moving the city generator to the […]

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P0-MS5: Part 313: Navgrid/Radar

by on Jan.28, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added a radar system to the shuttle, and verified that I can use it to navigate, even over long distances. I needed to modify the radar system to some extent to do this. Normally, the radar works by simply searching for objects with a particular tag. However, when the tagged objects had extreme […]

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P0-MS5: Part 312: Navgrid/Radar

by on Jan.28, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have plotted the locations of the stellar phenomena (within one sector of the grid) with gnuplot. It seems that the locations are correct, and, more importantly, the player can travel to them without any issues with coordinates, floating point precision, etc. I will need to do some more testing on this, since a large, […]

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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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