Spellcaster Studios

Make it happen…

Category Archives: Uncategorized

Linux Porting, Part 3–The Linkagening

So today I finished compiling the main game code, and I stepped into linking, and I started having issues, mainly mismatches between 32-bit and 64-bit libraries… I was trying to compile the game in 32-bit (don’t need the memory space of 64-bit), but after some soul-searching (about 10 minutes of it), I decided to go […]

AI state and more bugs

Today was mostly a bug-tracking day, with some polish to help me on this… First thing I added was a display for the AI state… Now, when the player gets spotted by the enemies, it will get a visual queue… if the enemy loses the player, it will show the change again, etc… Considering the […]

OpenGL Porting – Part 12

More progress done on the OpenGL renderer… Today I managed to make lighting work again… Issue was the variable naming… In DirectX, when you have a structure array, there’s a constant binding with that name (for example, “lights”), for the whole array. OpenGL does it slightly different: it creates different variables for each sub-entry, so […]

OpenGL Porting – Part 9

I’m kind of stuck on my OpenGL porting… The code is all in, I’ve already fixed a lot of stuff, but still I get no results! This was supposed to be the main menu, but no textures are being loaded, basically… I also know I have issues with the vertex colors, but the main problem […]

OpenGL porting – Part 2

Finally finished the “compile” part of the work… The system now compiles in a OpenGL executable, and the amazing results is: Which is to be expected, since I didn’t actually place any OpenGL code in it anymore, just breakpoints for when the code reaches that position… So, coding time! Now listening to “The Sinister Urge” […]

Playthrough, Part XV

Still advancing in the game… This is very time consuming, I keep pushing my standards higher as I’m becoming more adept with my own tools, and get more ideas for how to turn the few elements I have in more interesting stuff… Started a new area, already progressing nicely… The gameplay is a bit different […]