P0-B4: Part 1212: Debugging, Improvements
I have made some minor improvements to the item placement system, as well as some other minor improvements and bug fixes. However, the most important improvement that I made was when I discovered a serious bug in the ground cover paging system. The system works by finding nearby terrain chunks and rendering any ground cover […]
P0-B4: Part 1211: Traffic System, Debugging, Improvements
The traffic system is now done. I have added some simple placeholder art to it, which I got from the asset store, and I have added simple random colours. There are still some minor issues, such as odd looking rotation when the vehicles are going around corners, but it works quite well. I have also […]
P0-B4: Part 1210: Traffic System
I have solved most of the remaining issues with the traffic system. I have found some problems related to paging the cities in and out, but these were preexisting. There is an also an issue with the AI spawning in the wrong location that I need to fix, and I need to do some more […]
P0-B4: Part 1209: Traffic System
The idea that I had to solve the direction of travel problem seems to work, but it was more complex that I thought. Searching for the nearest intersection node in the grid was quite complex, especially when I needed to make sure that it was an intersection with no obstructions (such as buildings, etc) in […]
P0-B4: Part 1208: Traffic System
I can now generate all of the required graphs for the vehicles, and it can be done without any noticeable performance impacts. The next goal is to get the AI vehicles to travel around the graph to random points without colliding. I tried a few solutions to this problem, but none have worked yet. The […]
P0-B4: Part 1207: Traffic System
The first step with the traffic system is to generate separate graphs for the pedestrians and the vehicles. I may also need to generate a different graph for each “lane” of the streets (left lane, right lane, etc). Generating the graphs shouldn’t be difficult, since they are generated asynchronously. The problem will be trying to […]
P0-B4: Part 1206: Debugging, Improvements
I have improved the decal projection system that I have been using in the project, so that I can add projectro decals underneath terrain objects. This improves the look of the game by adding more visual detail when the grass around the object is not being rendered. The next goal for the project is to […]
P0-B4: Part 1205: Debugging, Improvements
In addition to finishing the ground cover exclusion system, I have also fixed several bugs with the project. These were mostly minor bugs related to object positioning in the world, etc. I also fixed a minor issue with the new road system. There are still a few minor bugs that I want to look at […]
