There are some bugs in the build, mainly involving file and folder directories which cannot be found. I need to update these references or manually copy the files from the Unity directory, this is not a priority for now.
Other than that, the project seems to look reasonably ok when running in a full-screen high-resolution build.
I have spend some time refactoring the GUI’s in this project.
I have fixed a number of bugs, and tested and improved the system.
There are quite a number of bugs that still need to be fixed though. In particular, there are minor issues with zooming in on detailed screens and objects.
I need to be able to switch from a wide FOV for first person mode, to a very narrow FOV which is focused entirely on the screen itself, so that the user can interact with computer screens in high detail.
The system that I am using is working ok, but I need to extend and improve it, as well as debug the GUI’s further.
The objective is to maintain a completely seamless, immersive, experience, so I want to avoid using 2D gui overlays, and use entirely worldspace gui’s.
I have also tested the GUI’s in the build, and when running in fullscreen and at high resolution, the GUI’s are easily big enough to be selected and interacted with properly.
The bug with the grass may not be fixable without extensive work.
The issue is that the shader I am using is not designed for deferred rendering. When operating in deferred rendering, the skybox seems to render on top of the grass in certain cases.
However, deferred rendering looks a lot better than forward rendering, so for now I will have to put up with this bug until I can find a way to fix it.
I am currently trying to solve a long standing bug within the grass rendering system of the project.
It seems that at certain orientations the grass does not render correctly. It is relatively minor, but it would improve the look of the grass if I could fix it.
I have been spending some time working on some lower-priority issues and bugs with the project, since I am coming to the end of A4.
One of the goals that I have for the future is to add a transparency effect that would allow holes to be created in textures. I am not looking into real time mesh deformation, I just want to create a visual effect of a hole in an object.
I intend to use this to simulate weapon impacts creating holes in the hull of ships.
So far, the results of my experiments have not been very encouraging, but it should be at least possible.
I have modelled and textured a sword, for decoration, and to test my skills.
Even with a relatively simple model, raytracing makes it look very good.
I am hoping that in the future I can add raytracing support to the game itself, by using the HD render pipeline, but porting my project to this would be very difficult.
I have completed some extensive testing and debugging of the procedural planet generation system.
This is the feature that wasn’t working properly with the previous Time of Day and Weather system, and it seems to work great now.
There were some minor issues, which I fixed, and there are still some issues left, which need to be fixed. The high-altitude volumetric clouds are not tied into the weather system, so they don’t change colour at night, or during storms, etc, this needs to be fixed. There are also other minor issues, but generally, it looks great.
I have found, and fixed, quite a number of small, long-standing issues with the project.
The radar has been refactored and tested, and I have optimised the project as well. The memory leak seems to be mostly fixed.
I have also finalised the changes to the Azure sky system, although there are still some seams visible along the edges of the cubemap, which I will need to fix at some point.