{"id":8898,"date":"2021-09-05T05:07:08","date_gmt":"2021-09-05T04:07:08","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=8898"},"modified":"2021-09-05T05:07:08","modified_gmt":"2021-09-05T04:07:08","slug":"p0-a11-part-950-debugging-improvements","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p0-a11-part-950-debugging-improvements\/","title":{"rendered":"P0-A11: Part 950: Debugging, Improvements"},"content":{"rendered":"\n<p>The next major goal that I am working on is improving and refactoring the solar system generation code.<\/p>\n\n\n\n<p>There are quite a few improvements that I want to make here.<\/p>\n\n\n\n<p>The first thing that I did is change the random solar system generation algorithm to use perlin noise. So instead of each &#8220;zone&#8221; in the star map being completely random, it is connected to the zones next to it.<\/p>\n\n\n\n<p>So, some areas of space are totally empty, others are full of stars, planets, etc, this looks much more realistic.<\/p>\n\n\n\n<p><\/p>\n\n\n\n<figure class=\"wp-block-image\"><a href=\"https:\/\/imgur.com\/ctvYVDL\"><img decoding=\"async\" src=\"https:\/\/i.imgur.com\/ctvYVDLm.jpg\" alt=\"\"\/><\/a><\/figure>\n\n\n\n<figure class=\"wp-block-image\"><a href=\"https:\/\/imgur.com\/lU7FERs\"><img decoding=\"async\" src=\"https:\/\/i.imgur.com\/lU7FERsm.jpg\" alt=\"\"\/><\/a><\/figure>\n\n\n\n<figure class=\"wp-block-image\"><a href=\"https:\/\/imgur.com\/54OmtmM\"><img decoding=\"async\" src=\"https:\/\/i.imgur.com\/54OmtmMm.jpg\" alt=\"\"\/><\/a><\/figure>\n\n\n\n<figure class=\"wp-block-image\"><a href=\"https:\/\/imgur.com\/s2n48EV\"><img decoding=\"async\" src=\"https:\/\/i.imgur.com\/s2n48EVm.jpg\" alt=\"\"\/><\/a><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>The next major goal that I am working on is improving and refactoring the solar system generation code. There are quite a few improvements that I want to make here. The first thing that I did is change the random solar system generation algorithm to use perlin noise. So instead of each &#8220;zone&#8221; in the [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,27,10,11],"tags":[],"class_list":["post-8898","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","category-p0_a11","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/8898"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=8898"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/8898\/revisions"}],"predecessor-version":[{"id":8899,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/8898\/revisions\/8899"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=8898"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=8898"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=8898"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}