Spellcaster Studios

Make it happen…

Tag Archives: refactor

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”

More refactoring…

Stage 1 of the refactoring is done… It just replicates what was already working: The only difference is internally… I create a scene graph and render that, instead of iterating all the objects… And even that is not completely done, since the elements of the scene graph are most of the time just a pointer […]

Refactoring the rendering…

Yep, that’s what I’m doing… It will be a bit painful and I’ll get a lot of bugs in the process, but I think it’s the best thing at this moment… Currently, the rendering is working in a per-pass/per-object basis… So, first we get the solid pass, iterate objects, render all of them (and they […]

Refactoring the item system

Working on the equipment screen (UI work, which I hate)… I’ve had to refactor all the item system, since it was the same since the 48-hour version of the game, which was clearly inadequate for this task. Yep, this is what my whole work hours looked like! Tomorrow I hope to see if I broke […]

Detours…

The highway to hell is full of good intentions! I wanted to focus on the development of the game itself, and I was creating a new enemy type (“Frost Touch”, a skeleton that slows down attacks when it hits). Visually, Frost Touch is different from the other skeletons because of a particle system: The effect […]

Code regrets… :)

There’s always regrets while coding, specially when we’re talking about a 10+ year codebase (with lots of refactoring, etc)… One of my main mistakes for ages was not to use matrix calculation. Of course, I used matrixes when it was time to deliver things to the graphics card, etc, but other than that, I ran […]

Backend coding…

RealJob™ has been kicking my butt lately, and I’m waiting on the GUI work so I’ll be able to progress more in the development of the game itself; but none of these reasons has stopped me from work! Lately, most of what I’ve been doing is backend system coding, stuff like refactoring the collision/intersection system, […]