Spellcaster Studios

Make it happen…

Category Archives: Technology

Platform-independent timers

Not much time for work on the game today, so I decided to tackle something boring, yet quick: platform-independent timers. I already had high-precision timers for Windows, but for Mac and Linux I had no idea on what to do; yet, I decided to take the short-path to victory: strip that part of the code […]

GLFW and input

Today I managed to finish the input rewrite to use GLFW with the OpenGL renderer… Got to admit that it went rather well, all things considering… It’s a bit “hacked”, and I might work it over again at a later stage (to make it more efficient, less DirectInput-like, since there’s no actual need). Not noticeable […]

Never according to plan…

As I said yesterday, I’m currently using GLFW to help me in the future to port the game from Windows to Linux and Mac… Of course, nothing goes according to plan… Problem number 1: I thought I could use GLFW to handle all the window/keyboard/mouse events, both in OpenGL and DirectX, but that is not […]

OpenGL device enumeration

“How do I get the available resolutions in OpenGL?” This seems like a simple question, but it’s not! While on Direct3D, this is part of the API, it seems that it goes in fact straight to the Win32 API and retrieve that… So, OpenGL would have to do the same, and that obviously enough can’t […]

Player occlusion

I wasn’t very happy with the way the camera behaved when the player got occluded by nearby voxels… Sometimes it works nice, but most of the time it’s unsettling from a gameplay perspective… What’s happening is that when the camera is occluded, it will zoom in the player and then zoom out when it’s no […]

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 […]

Frustrating optimizations

Today I added one optimization that was on the list for ages now: camera culling… Before you start shouting at me, there was already some camera culling being performed, mainly on the voxels (which is the biggest hit on the rendering), and I don’t believe in premature optimization… Anyway, since this was on the list, […]

Environmental audio effects

FMod is such a simple and effective API, I couldn’t resist in adding some environmental audio effects… So now, on the caves, there’s a small echo effect, and on asteroid areas, we have some sound filtering, which mutes the high frequencies… It’s a small detail, and I think players would only really notice it if […]

3d audio…

Today I got 3d audio working! It wasn’t that complicated, to be honest, and it actually adds something to the game… Now I need to retune all the existing sound effects (the volumes now are all wrong), so this is mostly boring work for now! :\ Now listening to “Tage Mahal” by “Jon Oliva’s Pain” […]

Integrating audio

Today I integrated the new audio engine with the rest of the game… It worked fine, except for some minor bugs… I’m thinking of adding 3d sound, it’s a simple enough change, not sure if it’s actually a good one, since most of the audible elements are on screen at the same time and are […]