Spellcaster Studios

Make it happen…

Category Archives: Technology

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, […]

Light volumes…

In my test arena, I had some performance issues in same places, where about 9 lights were shinning in a greater or smaller degree… Considering that in a deferred renderer, the main issue is bandwidth (each shaded pixel needs at least 64 bytes of data to come in from texture memory – the G-Buffer), I […]

Color grading

Most of the time this week was spent (again) on things that were scheduled for later in the development cycle, either because they’re too useful now (the geometry clusters, the shadow clusters) or because I was curious in seeing the results, like the color grading. From Wikipedia: “Color grading or colour painting, is the process […]

Effect system test…

Work has been lagging lately (well, this weekend it was “Mass Effect 3”’s fault), but I finally have something to show on the effect system: As usual, the quality of the capture isn’t as good as I wanted, but it shows the effect anyway… I’ll write more on the effect system, with an explanation on […]

Alpha-Blending

This weekend I’ve made a break from the new effect system and tackled a big task task that was needed to really progress in the effect system (specially particle systems): the alpha-blending engine. Alpha-blending is the operation we use to do transparency in realtime 3d rendering systems: Those 3 planes are transparent to different degrees, […]

Tile builder

Took me longer than I expected, but it also has more functionalities available… I give you: The AUTOTILE BUILDER: This does what I described in the last post: creates transition tiles between two types of “terrain”, depending on a mask. It also allows for the user to specify a template material that is used to […]