Spellcaster Studios

Make it happen…

Category Archives: Technology

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, […]

Environmental audio effects

FMod is such a simple and effective API, I couldn’t resist in adding some environmental audio effects… So now, on the caves, there’s a small echo effect, and on asteroid areas, we have some sound filtering, which mutes the high frequencies… It’s a small detail, and I think players would only really notice it if […]

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 […]

Finished the flow merge…

Today I finished the merge of the flow… First I had to deal with a bug: This only happened with the OpenGL renderer… Ended up being quite simple, was just looking in the wrong place! I theorized the problem was with the generation of the flow map, since it was the only thing I changed […]

Merged flows…

Finished merging the custom flows of content coming from the editor with the generated flows on the map… It seems to be working fine, although I still have to test in planets that don’t have any “source flow”… Going to finish that part tomorrow, so I can add heightmap import on editor (which was the […]