Spellcaster Studios

Make it happen…

Category Archives: Development

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, […]

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 […]

New sound engine, part 2

As the title indicates, still working on the sound engine… It’s way better than the previous one (FMod is a way better API than 10 years ago), so I don’t expect much issues after this is done… This is just test code so far, tomorrow I’m integrating this with the actual game… Now listening to […]

New sound engine

Working on the new sound engine for the game… For some years now, I’ve been using an old version of FMod, because it was free for non-commercial use and it did what I needed… Now, for Gateway, I need a new engine that’s cross-platform, so I’m trying out FMod Studio… For one, I’m relatively familiar […]

Moved tutorials

Today was a pretty calm development day, just moved the tutorials from the Skydancer area to the new “dreamscape” area… It’s not major, but I had to do some rewriting to make it work properly… Now listening to “The Human Contradiction” by “Delain” Link of the Day: Not my sort of game, but pretty!

Story link issues

Today I lost most of my dev time working on a bug… This new area has two things I’ve never used: A cutscene that spans two different areas Two “special areas” right after each other (without passing a planet area before) Both of these resulted in a problem with managing areas with the multi-threaded system… […]