Spellcaster Studios

Make it happen…

Category Archives: Bugs

Ruined day…

As the title indicates, this was a completely wasted day… Was going to fix more stuff from the feedback list, but instead got a heap corruption bug somewhere that I couldn’t manage to fix… A heap corruption bug happens when you write to a position that was already released (or out of bounds)… Problem is […]

Bug fixing and improvements

So today I carried on with the work from yesterday (and that I’ll probably be doing the next few days!), which is to fix/polish stuff based on the feedback from the Game Dev Camp. So, quick list for today: Drones now have a larger hit radius Game no longer waits 5 seconds before opening a […]

Bug-fixing

Today was a bug-fixing day… Most of my time was spent trying to reproduce stuff I saw happening in the Game Dev Camp (some of them were tricky to reproduce, like navigation mesh stuff, others were quite trivial)… Fixed a couple of crashes on “New game”, some stuff related to memory not being freed correctly […]

Cache issue fixed

So the bug I found yesterday was cache related… The planet (including the flow map) was being regenerated when I went back to the ship, but the associated areas weren’t, so they were still drawing the old data… Took me a bit to figure out, because I couldn’t do any debugging in debug mode, because […]

Crash analysis

Well, the crash I thought was gone wasn’t that gone… Took me a bit to track it down, but finally I got it down… At first, it seemed to be a memory corruption somewhere, but it only manifested itself on the Mac build. Activating memory guard and other helper debugging tools didn’t show any memory […]

Static analysis

I just found a neat tool on XCode, a static analysis tool, which provides me a list of potential problems in the code (null pointers, unused code paths, etc), so I’m cleaning up the code to address these issues… There’s a lot of “false positives” (well, they aren’t exactly false positives, the problems might exist […]

Bug fixing: Mac Edition

Still working on finishing the Mac port… I found some performance issues, and after a lot of work I figured the problem is mainly the ambient occlusion. The Mac I’m using for testing is an i3 with a Radeon 5670 with 512Mb of RAM, so it’s not totally a surprise it performs terribly when I […]

Finally fixed!

This was a tough one to track… Ended up using GL Monitor to list all the calls and looking at them in detail, trying to figure out what was happening there… The problem was the redundant texture switch system. To minimize texture changes, before I set a texture I see if that texture is already […]

Weird bug…

Today I was trying to finalize the Mac version so I could send it to the UI artist, and I found a really weird bug… So, sometimes the ship landing looks like this: So, first guess: shader… But this only happens on the Mac build, it works fine on the Linux and Windows build… Still, […]

Particle bugs…

Not much time for game development today… Since my professional life is a bit undecided at the moment, I’m taking some time to work on a portfolio and my CV, and see what’s out there… Anyway, I did some work on a weird bug that I noticed on the Mac build (although it’s present on […]