Project Naming Conventions: P-0, P-152, Astral Realms (p101), Spiritus Astrum
I generally adopt a simple sequential naming convention for my Projects, P-165, P-166, etc. My current virtual world Project (Which I don’t have a name for yet) is P-152. However, I think that given the sheer complexity of the Spherical Terrain Implementation which I am currently working on, this element should have it’s own project […]
P-166: New Computer Build: December 2015: Part 2: Graphics Card, Hard Drive/s, Power Supply, Case
This is a continuation of my previous post regarding a new PC build, designed for gaming and game development. The previous post discusses the CPU, the RAM, and the Motherboard. Graphics Card The graphics card is the single most important component for gaming. I have left it until the end because it is independent of […]
P-166: New Computer Build: December 2015: Part 1: CPU, RAM, and Motherboard
I had planned to wait until the release of the Oculus Rift Consumer Version (CV1) before upgrading my computer, but I have had some issues lately with my machine which indicated that my graphics card, at least, is dying, and my RAM may be about to fail as well. I already had to replace on […]
P-152: Virtual World Concept Update 78: Chunked Levels of Detail Using Quad Trees Part 45
I haven’t fully tested my implementation of the optimised algorithm for populating the render list from the quad tree data, however, I am very close to doing this. I am now roughly in the same position I was in several months ago, where I am ready to test the final step of the spherical terrain […]
P-152: Virtual World Concept Update 77: Chunked Levels of Detail Using Quad Trees Part 44
I have made progress in identifying the issue that was causing the seams to incorrectly line up. I now believe that this problem has existed at least since I implemented the quad based rendering, and possibly even further back than that. The reason why I didn’t notice it is that it becomes far less obvious […]
P-152: Virtual World Concept Update 76: Chunked Levels of Detail Using Quad Trees Part 43
Unfortunately, what I thought was a minor issue with rendering the full terrain has turned out to be a major problem. It seems that there is some kind of problem with the rendering of each individual face of the quad sphere. As the images below demonstrate, there are jagged edges. This is what is causing […]
P-152: Virtual World Concept Update 75: Chunked Levels of Detail Using Quad Trees Part 42
I have begun the process of integrating and rendering the entire spherical terrain. Unfortunately, I have run into some kind of an issue with the intersection of the different faces of the quad sphere. It seems like there are some jagged edges between the two faces preventing them from lining up properly. I am not […]
P-152: Virtual World Concept Update 74: Chunked Levels of Detail Using Quad Trees Part 41
I ran into some additional problems with the Chunked Level of Detail code, but after some more extensive work, I have managed to solve those too. It turns out that the solution that I implemented previously actually didn’t work. It turns out that that solution changed the loading order of the quad tree in such […]
