Spellcaster Studios

Make it happen…

Category Archives: Technology

Mac port, Part 3

…and a big problem! So, I got the game to compile, and link… Was a bit of work, but most of the hardest part was done before on the Linux port, since they’re very similar… And then I find out that Yosemite (the current version of OSX) only supports OpenGL 3.2 (and upwards) and below […]

Mac port, Part 2

So, more work on the Mac port today… XCode is so full of weirdness… Maybe for a Mac-head, it all makes perfect sense, but for me, it seems it goes the most roundabout way possible to do simple stuff like linking projects (with dependencies), etc… So, small list of issues today (and solutions, in case […]

Mac port, Part 1

So today I started the Mac port… Half of it was lost updating the company’s Mac (I haven’t used it in ages), another 25% loading up my repository (almost 2Gb of data off-site), and then the rest in trying to figure out how the Mac actually works… At first look it seems like a Linux […]

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 […]

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 […]

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 […]