Spellcaster Studios

Make it happen…

Monthly Archives: February 2015

Raycasting

Today I worked on some bug fixing and optimization, namely on the voxel raycasting… I already suspected that my raycasting function was a bit iffy and missed some intersections, but today I got to confirm that and to fix it, while optimizing it a lot… So yesterday, while in debug mode, the game would drop […]

Decals fully working!

After a long time (too long, really), finally got the OpenGL decals working… The problem ended up being something quite simple: in the Direct3D pipeline I was storing the W value for depth, while on OpenGL I was storing the Z value… Although the two values are quite similar in my test scenes, they’re different […]

OpenGL decals

Still in the middle of a massive flu, which might explain the fact that I can’t get decals to work on OpenGL… They almost work, but there’s something wrong somewhere, and I can’t figure out where! They only display if I remove one of the box checks (the Y axis), so my guess is that […]

Massive flu

I’m in the grip of a massive flu, so just some minor writing, proof-reading and other stuff I can do on my laptop… Hopefully tomorrow I’ll be back to normal coding… #nobreaksforindydevs Now listening to my own breathing sounding like Darth Vader

New lightning

Old version: New version: Way better, no?! In movement is looks even better… I think I can even improve the effect more, making it branch out on some points, but I’ll leave that for another day… Only the OpenGL version of the decals missing and I can move on to the next task… As I […]

Decal shadows

Decal-based shadows work better than I expected, it looses that effect of being just a quad below the characters, etc: In this case it’s quite hard to make out, except when stuff is moving… Here’s an old screenshot for comparison: If you zoom on the shadow you can see the difference… It’s much more noticeable […]

Plasma burns

Now I got plasma burns (on some weapons, not all). It still has some error, there are gaps in the stream for some reason, probably something wrong with the collision detection, but I’ll look into it when I work on the raycasting optimization… Now it’s time to look at the possibility of using the decals […]

Bullet holes…

After a nasty fight (brain was slow today!), got the bullet holes up and running in the game! Also added a small camera shake with the shots, to lend some force to the weapon… Next, plasma burns! Now listening to “Torn” by “Evergrey”

Decals now working better!

Finished the refactoring (or most of it, probably still missing some stuff, but I’ll correct it as I do another playthrough of the game), and now decals work much better! There’s still some stuff that’s rendered wrong (for example, coplanar alpha objects with decals, like an explosion on the ceiling of the pirate lair), but […]

Almost done with the refactoring…

Tomorrow I’ll probably be done with the refactoring of the new rendering pipeline… With this one I’m getting way more control over the whole rendering system, which will help me get the decals working properly… Then I can move to more interesting (and visual) stuff! Now listening to “The Classical Conspiracy” by “Epica”