P0-A7: Part 777: Debugging, Improvements, etc.
I have fixed a variety of bugs and issues in the project, mostly involving collision, and optimisation. For the next few weeks I will be mainly focusing on more extensive debugging and optimising for the project. I want to focus on optimising my compile times and removing some unneeded code and assets from the project. […]
P0-A7: Part 776: Debugging, Improvements, etc.
I have added “persistence” support to the “items” base class in my project. Previous, items could be picked up, moved, combined, used, etc, but these changes would not save, and the items would be back in their original positions when the user quit and restarted. Now, the positions of all items can be added to […]
P0-A7: Part 775: Debugging, Improvements, etc.
I have improved the nVidia Ansel suppor tin my project, and now that the 4GB texture limitation has been removed, I can easily use Ansel to take super-resolution screenshots of my project. I intend to use these to create displates, and for other art projects. I have also tested and fixed several issues with the […]
P0-A7: Part 774: 2020.1 Port
Unity 2020.1 has officially come out, and I have almost finished successfully porting the project to this version (from 2019.3). I had some minor issues with networking, which was due to an initialised variable in one of my custom server messages. This worked fine in previous versions of unity, but in 2020.1 it gave an […]
P0-A7: Part 773: Debugging, Improvements, etc.
I have added the ability to load in new scens at runtime, and transition the players control to and from a player controller in those scenes. This was reasonably simple, but I intend to use it to create a Virtual Reality setup, essentially, a game within a game. This will allow the player to load […]
P0-A7: Part 772: Debugging, Improvements, etc.
I have basically finished with the world builder for now. It is still quite basic, but it does provide enough randomness to produce interesting looking planets with some reasonably diverse biomes. There are still some issues with placing cities. I spent some time looking into a way to manually flatten city terrain to create a […]
P0-A7: Part 771: Debugging, Improvements, etc.
I have made several improvements to the planet and world builder rendering systems. There were also some bugs that I ran into here that I fixed. They were mainly related to placing ground cover objects and cities on planets. When the planets parameters are highly randomised, the density and placement (height and steepness restrictions, etc) […]
P0-A7: Part 770: Debugging, Improvements, etc.
I have been working on some concepts for the interior artwork in the project. I have had issues creating bright interiors with specularity, glossy materials, etc, in unity using only dynamic lights. I can’t use any baked lighting, baked materials, etc, due to the nature of the project. I have achieved some reasonble results using […]
