Spellcaster Studios

Make it happen…

Category Archives: Technology

Silly bugs…

Found another bug with the game related to the new multithreading system: sometimes, at a certain point in the game, ninjas spawn to chase the player. Before, when the player changed area, the ninja would spawn again, but now they don’t, because they haven’t been destroyed (the previous area is still in RAM). I’ve adjusted […]

Task underestimation

Scheduling and task management is something I could never do just right, I always tend to underestimate the effort, even if I multiply the times by two or even three… I probably think I’m smarter than I actually am! Anyway, today was one of those tasks… I thought that reviewing the scanner effect would take […]

Optimization: Shader Cache

The shader system on “Cantrip” has some sophistication to it, and part of it is the fact that it generates the specific necessary shaders from a uber-shader (a big shader full of conditions) and a render environment that trims that uber-shader to smaller ones, depending on need… The problem with this approach is that everytime […]

Polishing the caves…

Working on the caves, I found a lot of small bugs… First, something I should have noticed before, but it really becomes apparent when you have no light: explosions have a light and that light was not being computed properly: It ended up just being a bad setup of the structures for lighting, took me […]

Polished the asteroid…

Not much to do here, to be honest… It’s an asteroid… First I remade the starfield… That had some issues, because I wanted to replace the points with something more pixelated: Because of the way I had a flag defined, it conflicted with another one, so I had some weird effects while trying to make […]

Polishing the desert…

Not much to do here, the desert was rather good looking already and there’s not much you can add to a desert without making it look less desert-like… Anyway, had to fix a lot of bugs related to the oasis generation (it was linked to the lake generation, which was removed when I built a […]

Ice planet work

Today I’m working on the ice planet polish… First I wanted to make an ice shader, which means a reflection… Best way to get a cheap reflection is to use a prebaked cube map, but for that I have to add support for cube maps on Cantrip… For Direct3D, that’s already done, for OpenGL maybe […]

Finally, some productivity…

Today was quite productive, although there’s not much outside changes… Got the OpenGL multithreading error, and the cross-compiling support for ATI and nVidia GLSL working! I was quite surprised with the OpenGL multithreading, it worked at first try, and it’s actually a quite big piece of code! Anyway, also added the possibility of the player […]

ATI woes…

Started the day nicely by fixing the bug with the planetary landing… the issue was that now we have two dropship objects (one in the ship, the other one in the planet), since we now preload the planet data, and the game decided that when it was the time to have the landing cutscene, it […]