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P-152: Virtual World Concept Update 173: Milestone 2.5

by on Oct.16, 2016, under Art and Designs, Astral Realms, P-0, Spiritus Astrum

I seem to have solved most of the problems that I was having with the rotation of the nodes. I have figured out how to measure the distance between the two vectors, from the world space center of the planet, to the player, and from the world space center of the planet to the local […]

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P-152: Virtual World Concept Update 172: Milestone 2.5

by on Oct.09, 2016, under Art and Designs, P-0, Software and Games, Spiritus Astrum

With the aid of the Gamedev forums, I believe I have finally solved this issue. I knew that I needed to translate the nodes to the planet’s origin, perform the rotation there, and then translate back, but my vector math to do that was wrong. Once I got that corrected, I was able to rotate […]

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P-152: Virtual World Concept Update 171: Milestone 2.5

by on Oct.09, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have decided to spend some time trying to solve the problem that I ran into at the end of MS 2. After some time spent researching and re-familiarising myself with the code, I have broken the issue down to a fairly simple problem. In the below graphs (from GnuPlot) the purple nodes are at […]

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P-152: Virtual World Concept Update 170: Milestone 2: Final Work: Part 2

by on Sep.04, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have finished cleaning up the code base after MS2. It is now down to slightly less than 3,000 lines of code, which is a lot less than I expected. Most of the work I put into it was in the algorithms and concept itself, rather than the actual code, which is likely why it […]

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P-152: Virtual World Concept Update 170: Milestone 2: Final Work: Part 1

by on Sep.04, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I ran into a few minor issues while implementing my latest solution. It seems that the collision mesh and some of the subdivision code was not updating correctly when the player moved. I solved this fairly easily, but I needed to move my offset code back to the Tier subdivision functions, and out of the […]

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P-152: Virtual World Concept Update 169: Planet-sized Terrain: Part 48

by on Sep.04, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I believe that some of the issues that I am seeing with the current problem are in fact not issues at all. After moving the player several times,by 10,000 units each time, the number of rendered nodes gradually reduces until there are none visible. In actual fact, this makes sense, since I am simply moving […]

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P-152: Virtual World Concept Update 168: Planet-sized Terrain: Part 47

by on Sep.04, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have made quite a lot of progress with the current issue that I have been working on. I believe I am now correctly converting from Cartesian to Spherical Coordinates, and I have also implemented Rodrigues’ forumula in my code. After checking my numbers, I believe everything is now working correctly. I also discovered that […]

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P-152: Virtual World Concept Update 167: Planet-sized Terrain: Part 46

by on Sep.04, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The idea that I had to correct the offset on the Z-axis didn’t seem to be working out well, so I decided to try to convert the coordinate system that I am using into spherical coordinates. Once I have done this, the plan is to use Rodrigues’ rotation formula to rotate, instead of translate, the […]

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P-152: Virtual World Concept Update 164: Planet-sized Terrain: Part 43

by on Aug.28, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have uncovered a major issue with the current system. The spherical terrain code basically works, but I am having serious problems moving the rendered nodes so that they are returned to the origin along with the player as part of the floating origin system. I cannot simply move the terrain object itself, since the […]

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P-152: Virtual World Concept Update 166: Planet-sized Terrain: Part 45

by on Aug.28, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I believe I have confirmed what the problem actually is with the terrain’s floating origin system. I have also learned that the 64-bit/32-bit node translation code is not responsible for this problem, as the problem still exists in the untranslated nodes. This makes sense, since the issue is caused by the spherical nature of the […]

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