Spellcaster Studios

Make it happen…

Category Archives: Gateway

Issues with performance

Today I was trying to test the game in fullscreen under Linux and I found a weird performance issue… In the initial cutscene, the game was running very slow (about 30 FPS), but when I moved the player to the left a bit (so more geometry on screen), the game jumped to the normal 60 […]

Working Linux build!

And after a lot of tears, blood and sweat, I got a Linux build of the game working 100%! Even sound is working perfectly! Now I’m feeling the urge to get this working on the Mac as well, but I’m not sure if I want to fight that battle just yet… Maybe I’ll look into […]

64-bit Windows Build

Finished today the 64-bit windows build… This was a bit more work than I expected, since there was small stuff that wasn’t prepared for that, bugs to sort out, linkage issues, etc… Anyway, got it up and running and now I can pass those changes to the Linux version, and see if that works properly […]

Linux Porting, Part 3–The Linkagening, Part 2

Finally finished the 64-bit porting (syntax/compile-wise), and after a couple of hours, all libraries are linked! So now, time to run the game for the first time: Bah, more issues with .SOs… Most of the stuff I actually compiled as a static library (or is included with the system), but this one I can’t… So […]

Linux Porting, Part 2…

Got the main game library to compile, so now it’s time to tackle the actual game code… This went fairly well, considering I’m using a lot of external libraries, that needed to be compiled or installed: – FMOD: For audio support, supplied with binaries that worked with no issues (which was surprising, binary distributions on […]

Linux Porting, Part 1…

So now I’ve started porting the game to Linux… Most of the work I’ve done it before-hand (OpenGL, GLFW, GLEW, FMOD, etc), but of course there’s a miriad of stuff I’ve forgot, so now it’s mostly fixing small syntax issues… That also requires to compile/install a lot of libraries, making sure I don’t have mismatches, […]

Updating Linux, Part 2…

After four hours of work today, I managed to get my Ubuntu working again, at version 14.04! It took a lot of work… First I had to figure out why the installation wasn’t working… That was due to some broken packages, that had to be removed by hand (thank you “apt-get remove”). Then, after the […]

Platform-independent timers

Not much time for work on the game today, so I decided to tackle something boring, yet quick: platform-independent timers. I already had high-precision timers for Windows, but for Mac and Linux I had no idea on what to do; yet, I decided to take the short-path to victory: strip that part of the code […]

More bug fixing!

As the title indicates, today was mostly dedicated to bug fixing… It was mostly small visual glitches I introduced in the last couple of big changes (GLFW integration, AABB culling), and they were mostly annoying to me… The worst was solving a bug with the occlusion system, but that ended up just being a simple […]

Welcome detour

Had a welcome detour today… My artist finally finished the diagonal movements of the main player, so I had to see how that looked… Before, I had only the 4 major directions, which translated in something like this: Now, the sprite has eight directions! It looks much better! This required me to add a new […]