Spellcaster Studios

Make it happen…

Monthly Archives: April 2015

I have such meager skills for art…

Today I mostly worked on the skybox, trying to get a good result, that works nicely with the ground planet (for the reflection) and for the skybox… This is the best I could do, glueing together several textures, etc: It’s not bad, but too sparse, because I have to guarantee a fade out so we […]

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 […]

And up and running again!

So I got an old video card (a ATI Radeon 5850) to replace the one that went kaput yesterday, and I’m up and running again… Today I started by fixing the stuff I broke on the Skydancer with the latest polish changes in the game… I actually forgot to take screenshots, but basically the windows […]

And boom!

Was working on the game when I got some funky rectangles on the screen… restarted the PC… and it was dead! So, after a bit of mucking around, I’m about 80% sure the problem was the video card… I can boot in safe mode, and I uninstalled the video card driver, which in turn allowed […]

More multithreading…

Think I finally squashed the last bugs caused by the multithreading system… After a lot of logging, it was fairly easy to fix, the difficulty was finding out exactly where things were going wrong… Also fixed a lot of small pending bugs (mostly waiting on things to go wrong with the multithreading), and added some […]

More multithreading

And another day without a screenshot… Mostly work behind the scenes, but it’s going along nicely… Already can generate areas in the background and they work fine… It’s a lot of work, but most of it has been smooth sailing (which is a bit unexpected)… Need to deal with some crashes (to be expected) and […]