P0-B1: Part 1023: Debugging, Improvements
I have spent a lot of time planning the next phase of the project. I will be focusing on the first version of the dynamic story generator, in addition to more immersive and role-playing elements. This will be a lot of work, but I intend to get a concept of it working within the next […]
P0-B1: Part 1022: Debugging, Improvements
I have foud, and fixed, a fundamental bug within the project. This bug was intermittent, and hard to track down. It was caused by the load order of various objects and systems in the project. I am using scheduled functions to load all objects, combined with a flag-based system to make sure that one function […]
P0-B1: Part 1021: Debugging, Improvements
The multi-threaded scanning function for terrain objects is working, and the entire system seems to be quite solid. While working on this I also found, and fixed, some other long-standing bugs within the terrain and ground cover systems, which I also fixed. There is one bug remaining within this system now, and that is that […]
P0-B1: Part 1020: Debugging, Improvements
The next goal that I am working on is adding multi-threading support to the world/terrain scanning system. This system basically scans nearby terrain chunks recursively and predicts where cities, outposts, objects, etc will be placed before they are created by the game. This system is critical for things like AI transport between cities, player navigation […]
P0-B1: Part 1019: Debugging, Improvements
I have added support for dynamic object distances to the ground cover system. Trees, rocks, and random items, etc, are governed by this system, so increasing the view distance makes a big difference to the realism of the world, at the cost of performance. I have also made some improvements to the region manager system. […]
P0-B1: Part 1018: Debugging, Improvements
I have decided to postpone the lighting issue for now. This is a complex issue with a non-critical system, so I don’t have the time to fix it right now. I have finished improving the world generation though. Random objects are now spawing in the correct location, and with the correct random density variations. The […]
P0-B1: Part 1017: Debugging, Improvements
I have still improving and debugging the random planet generator. It is going well, however I did discover a bug with the day/night cycle, which seems to occur intermittently. I have not yet tracked down the exact cause of this issue. Everything else seems to be going ok, and the next goal is to improve […]
P0-B1: Part 1016: Debugging, Improvements
I have fixed most of the issues with ground cover and mineral spawning. The system seems to work much better now, even for planets with wildly different radii and random generation parameters. I intend to spend some time in the near future improving the random generation algorithm itself too, as well as possibly looking into […]
