Spellcaster Studios

Make it happen…

Category Archives: Gateway

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, […]

Playtesting…

I hurt myself in the foot yesterday, which means I can’t sit on the desk to code or work on the game (without having the foot in a potential harmful way). So I decided to hang my feet up and try playing the game a bit… The balancing is a bit better than in previous […]

Audio work…

Still working on the audio, mostly adjusting volumes to account for the 3d sound system… It’s actually quite impressive the difference 3d sound makes to the game… I’m also compiling a list of audio effects I still need to make for the game, and I’ll have to do that for the cutscenes as well… A […]

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 […]