P0-A11: Part 959: Debugging, Improvements
I have looked into multithreading the scanning algorithm that I was working on, and this will take more time than I thought, so I will postpone it for now. I am continuing on with testing, etc, in preparation for a transition into the Beta stage for this project. I have fixed some issues with the […]
P0-A11: Part 958: Debugging, Improvements
I have made good progress with the algorithm to detect cities and structures. It turns out that there was in fact a bug in the code that was generating pseudorandom chunk seeds for the terrain chunks, and this was causing the locations of the detected cities, etc, to be incorrect. I have fixed this bug, […]
P0-A11: Part 957: Debugging, Improvements
I am still working on the new feature that allows for detailed scanning of the terrain, however I am having some issues with it. I am making some progress, and it seems to be mostly working, and even works reasonably fast (Although I will need to put it into a coroutine later). However there are […]
P0-A11: Part 956: Debugging, Improvements
The AI testing is going well. I have fixed some minor bugs that I missed the last time I looked at the AI system, and tested some other elements of the system without any issues. There is quite a bit more AI testing to do, and I am still working on the new feature that […]
P0-A11: Part 955: Debugging, Improvements
I have made some good progress with the feature I have been working on. I can now subdivide chunks without modifying the existing chunks, but there are still some problems in getting the location of the chunk object correctly. I have decided to postpone this for a while, because I have other work to do. […]
P0-A11: Part 954: Debugging, Improvements
I have been working on a new feature which allows the player to scan planets for cities and buildings before those buildings have loaded in. This is extremely complex, because the cities and buildings in this project are only created when the terrain subdivides past a certain level, so finding out where a city is […]
P0-A11: Part 953: Debugging, Improvements
Most of the stellar object improvements are now done. I have also spend some time debugging many aspects of the stellar object system. The next goal will be to test and improve the AI system, and the random city generation system, as well as other bugs and improvements.
P0-A11: Part 952: Debugging, Improvements
I have added more improvements to the stellar object system, including asteroids, asteroid belts (surrounding stellar objects) and other types of light flares, etc. I have also fixed several bugs with the orbital mechanics system, as well as other bugs and issues with the space travel system.
