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P-152: Virtual World Concept Update 165: Planet-sized Terrain: Part 44

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

I believe I have discovered the cause of this problem. I am trying to move the terrain (and the player) by 10,000 meters to ensure that both are fixed at the origin. However, what I failed to realise was that I am trying to move nodes on a sphere. Moving a point by 10,000 meters […]

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P-152: Virtual World Concept Update 163: Planet-sized Terrain: Part 42

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

After some hassle, I was able to get the 3D vector problem solved. It now works in all cases, regardless of the players position on the surface of the planet. I also fixed a minor bug with the collision system. The next, and hopefully minor, issue is to add the ability for the player to […]

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P-152: Virtual World Concept Update 162: Planet-sized Terrain: Part 41

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

I have now implemented and tested the distance scaling for all tiers. I can now properly transition from Tier 1, to Tier 2, and finally to Tier 3, and have the planet subdivide correctly. There are some noticeable issues at the boundary between nodes, but the system is generally working. This represents quite a lot […]

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P-152: Virtual World Concept Update 161: Planet-sized Terrain: Part 40

by on Aug.21, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have managed to fix this issue. It was not caused by the issue that I was concerned about, but it was somewhat related. The problem was actually due to the noise scale being applied to the higher tiers of the terrain. A planet should appear almost perfectly round at long distances, but I had, […]

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P-152: Virtual World Concept Update 160: Planet-sized Terrain: Part 39

by on Aug.21, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

The next objective is to match the 64-bit and 32-bit world coordinates together. IE the 32-bit “snapshot” that I am creating from the 64-bit world should be consistent, a player standing on the North Pole of a planet in 64-bit space, should also be standing on the North Pole in 32-bit space. While working on […]

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P-152: Virtual World Concept Update 159: Planet-sized Terrain: Part 38

by on Aug.21, 2016, under Astral Realms, P-0, Software Engines, Spiritus Astrum

I believe that I have now, finally, solved the issues that I was having with planetary distance scaling. There were some additional performance issues that I needed to solve, and some logical issues that needed to be fixed, but the system now seems to work quite well. The transitions between tiers will likely need some […]

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P-152: Virtual World Concept Update 158: Planet-sized Terrain: Part 37

by on Aug.21, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am making strong progress with the distance scaling/LOD system for the spherical terrain, but it has been slow progress. The restructured scaling and LOD system seems to be working out ok, it is now almost complete. Tier 1 is completely working again, although this is the easiest tier, since the view distance is the longest. […]

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P-152: Virtual World Concept Update 157: Planet-sized Terrain: Part 36

by on Aug.21, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am still having issues with the Tier-2 LOD’s. I have decided that to solve these issues I will need to divide my planet scaling code into three distinct functions. Up to now, I have been using one function to handle all 3 distance tiers, from very long range to short range. This is the […]

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P-152: Virtual World Concept Update 156: Planet-sized Terrain: Part 35

by on Aug.14, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I am continuing to have issues with the Tier 2 LOD’s. The issue is, as I described in my previous post, that I need to find a way to represent an area greater than 10K meters without triggering Z-fighting issues. At the moment, I am scaling and moving the spherical terrain using the same techniques […]

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P-152: Virtual World Concept Update 155: Planet-sized Terrain: Part 34

by on Aug.14, 2016, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have fixed the terrain texturing painter issue, as can be seen from the below images. I have also fixed a long-standing issue where the terrain textures weren’t showing up until I forced an update from the T3D editor. This was caused by the terrain code, which runs on the client, not communicating properly with […]

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