P0-B2: Part 1094: Improvements, Debugging
I have added the ability for NPC’s to also use the transport system, and travel within the world, even when the player is not present. This system works client side only for now, IE, the transport vehicles that spawn do not sync with other players, although this is a feature that I intend to add […]
P0-B2: Part 1093: Improvements, Debugging
I believe I have fixed almost all of the bugs with the transport system. I have also added a gui so that the user can scan and select a destination to fly to. The next step is to continue testing, and improve this system to handle cities that are further away. I then want to […]
P0-B2: Part 1092: Improvements, Debugging
I am making good progress with the transport links between cities. The transport vehicle has working animations, and the player can enter and leave the vehicle. It can also be elevated and lowered on a platform, in preparation for launch and landing. I have also added the ability for it to fly in the direction […]
P0-B2: Part 1091: Improvements, Debugging
I have added a “starport” object to every city in the game. The next step is to connect all of these starports together using transport vehicles, so that the player will be able to travel from city to city (with a certain range) without having to have access to their own vehicle. I also want […]
P0-B2: Part 1090: Improvements, Debugging
The artwork for the transport vehicle and the landing pad are now done. I still need to add the animations and setup the model in unity, but this shouldn’t take too long. The artwork is very basic, but it is really intended to just enable the transport link feature to be added and tested. This […]
P0-B2: Part 1089: Improvements, Debugging
I have spend more time debugging the project, and I have fixed some long-standing bugs. I haven’t discovered any bugs in the core mechanics for some time, which is good. The next step is to begin adding in the transport links, and related support code. First, I need to create some models for a vehicle […]
P0-B2: Part 1088: Improvements, Debugging
The new terrainscanning feature is now, basically, done. At least in concept. There was a complex bug deep within the multi-threaded code that took some time to solve, but the system now works well. The next goal is to use this feature for a practical purpose. I intend to add NPC vehicles flying between cities, […]
P0-B2: Part 1087: Improvements, Debugging
I have spend a substantial amount of time this week fixing and improving a feature which allows terrain blocks to be subdivided from another thread. Because this system is multithreaded, it effectively has zero performance cost, and so it allows me to scan a huge amount of terrain blocks without lowering FPS. This means that […]
