Spellcaster Studios

Make it happen…

Category Archives: Development

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, […]

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 […]

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 […]