Spellcaster Studios

Make it happen…

Category Archives: Bugs

A lot of bug-fixing…

Today was the time for a lot of bug-fixing (you remember the list from yesterday?!): – Bounding boxes now correct (they were screwing up on some tall objects, which led them to disappear before they should, instead of only off-screen). – Sound issues were solved (including the combat music rolling in and out properly… Also […]

Mac playthrough

Started the Mac playthrough, and it was glorious… …in the sense that it lasted one cutscene, until I found a bug in the system and had to track it down! It ended up being a multithreading bug (which didn’t show up on Windows due to the fact that Windows allows for locking a mutex twice […]

More bug fixing

Today was mostly about fixing bugs in the different ports, adjusting small issues that arise from there, and fixing the broken audio system… So, the result is: Right side is the game running Windows (Direct3D), middle is Ubuntu 14.04 and left is iMac! Everything is fully functional, from my tests… Next step is seeing if […]

More OpenGL 3.2

So I figured out the issue… I didn’t have a “Vertex Array Object” associated to the rendering… It’s apparently the equivalent to Vertex Declarations on Direct3D… It’s easy to fix when you figure out the problem, but OpenGL is remarkably hard to search for in the net, since there’s a lot of versions available, and […]

OpenGL 3.2

So I started working on porting the game from OpenGL 3.2 with backwards compatibility to OpenGL 3.2 without any backwards compatibility… So, a lot of debug code and error checking… This was the first result: Not impressive… :\ So now I’m looking at what I’m missing there… The 2d part seems to work fine, the […]

Bug fixing to relax…

Never thought this, but considering the next (logical) step in the game development is to make the Mac build of the game, I decided to take the day to do some bug fixing, since it seemed a bit more relaxing than going for the iMac… Anyway, most of the bugs were simple stuff (and some […]

This was complicated…

What seemed like a simple issue to solve (lack of performance on low-end card because of ambient occlusion) ended up being much more complicated than expected! So, yesterday I decided to add a new system to be able to customize the level of ambient occlusion (in terms of resolution)… I added the system, but while […]

Issues with performance

Today I was trying to test the game in fullscreen under Linux and I found a weird performance issue… In the initial cutscene, the game was running very slow (about 30 FPS), but when I moved the player to the left a bit (so more geometry on screen), the game jumped to the normal 60 […]

More bug fixing!

As the title indicates, today was mostly dedicated to bug fixing… It was mostly small visual glitches I introduced in the last couple of big changes (GLFW integration, AABB culling), and they were mostly annoying to me… The worst was solving a bug with the occlusion system, but that ended up just being a simple […]

Weird…

…this is one of the most often spoken words while doing game development… I was going to start working on a new player occlusion method, since I dislike the current solution (more on this later). I did half the code and ran the game, and I was greeted by this: while running in OpenGL… Switching […]