Spellcaster Studios

Make it happen…

Category Archives: Technology

Finished name generation

The results weren’t as good as I hoped, but at least they’re fully procedural and there’s not many idiot names in the lists… I tried using a syllable-based system, but there are just too many of those, so the memory required for this algorithm would be just too much! Ended up using a list of […]

Random name generation

Still working on the random name generation, not 100% happy with the results… So far, the system with best quality is based on probability. I give the system a list of “good names”, and he builds a dictionary of probabilities, which describe the probability of character Z to come after character Y, after character X. […]

I hate Mondays…

But Tuesday’s are also terrible! DayJob™ takes a lot of my time on the beginning of the week, so I get dead tired and can’t produce much on Gateway as I’d wish… Today I spent most of my time doing research on how to generate procedural names for the planets. Currently I’m using a list […]

More bug fixing…

As the title indicates, some more work on bugs, mainly things related to the multithreaded area generation… Also improved the look on the vertical faces of the ice: Just got some more bugs on my list, and tests to be done on the random missions (some of them might have been broken by the multithreaded […]

Behind the scenes: bug-fixing

Not much to talk about today (at least nothing interesting)… It was mainly a bug-tracking/killing day… Some issues with the management of missions (which would sometimes cause for duplicate missions to show up), plus the sneaky ninja that wouldn’t cross the area boundary (which sucks!) and some other small stuff… I expect tomorrow I’ll be […]

Silly bugs…

Found another bug with the game related to the new multithreading system: sometimes, at a certain point in the game, ninjas spawn to chase the player. Before, when the player changed area, the ninja would spawn again, but now they don’t, because they haven’t been destroyed (the previous area is still in RAM). I’ve adjusted […]

Task underestimation

Scheduling and task management is something I could never do just right, I always tend to underestimate the effort, even if I multiply the times by two or even three… I probably think I’m smarter than I actually am! Anyway, today was one of those tasks… I thought that reviewing the scanner effect would take […]

Optimization: Shader Cache

The shader system on “Cantrip” has some sophistication to it, and part of it is the fact that it generates the specific necessary shaders from a uber-shader (a big shader full of conditions) and a render environment that trims that uber-shader to smaller ones, depending on need… The problem with this approach is that everytime […]

Polishing the caves…

Working on the caves, I found a lot of small bugs… First, something I should have noticed before, but it really becomes apparent when you have no light: explosions have a light and that light was not being computed properly: It ended up just being a bad setup of the structures for lighting, took me […]

Polished the asteroid…

Not much to do here, to be honest… It’s an asteroid… First I remade the starfield… That had some issues, because I wanted to replace the points with something more pixelated: Because of the way I had a flag defined, it conflicted with another one, so I had some weird effects while trying to make […]