Spellcaster Studios

Make it happen…

Category Archives: Technology

Polishing the desert…

Not much to do here, the desert was rather good looking already and there’s not much you can add to a desert without making it look less desert-like… Anyway, had to fix a lot of bugs related to the oasis generation (it was linked to the lake generation, which was removed when I built a […]

Ice planet work

Today I’m working on the ice planet polish… First I wanted to make an ice shader, which means a reflection… Best way to get a cheap reflection is to use a prebaked cube map, but for that I have to add support for cube maps on Cantrip… For Direct3D, that’s already done, for OpenGL maybe […]

Finally, some productivity…

Today was quite productive, although there’s not much outside changes… Got the OpenGL multithreading error, and the cross-compiling support for ATI and nVidia GLSL working! I was quite surprised with the OpenGL multithreading, it worked at first try, and it’s actually a quite big piece of code! Anyway, also added the possibility of the player […]

ATI woes…

Started the day nicely by fixing the bug with the planetary landing… the issue was that now we have two dropship objects (one in the ship, the other one in the planet), since we now preload the planet data, and the game decided that when it was the time to have the landing cutscene, it […]

And up and running again!

So I got an old video card (a ATI Radeon 5850) to replace the one that went kaput yesterday, and I’m up and running again… Today I started by fixing the stuff I broke on the Skydancer with the latest polish changes in the game… I actually forgot to take screenshots, but basically the windows […]

More multithreading…

Think I finally squashed the last bugs caused by the multithreading system… After a lot of logging, it was fairly easy to fix, the difficulty was finding out exactly where things were going wrong… Also fixed a lot of small pending bugs (mostly waiting on things to go wrong with the multithreading), and added some […]

More multithreading

And another day without a screenshot… Mostly work behind the scenes, but it’s going along nicely… Already can generate areas in the background and they work fine… It’s a lot of work, but most of it has been smooth sailing (which is a bit unexpected)… Need to deal with some crashes (to be expected) and […]

Multithreading

Today I started tackling one of the big optimizations: multithreaded area generation and management… Multithreaded code is always hard, since it demands a lot of care on how to build stuff, and since graphic APIs don’t like working multithreaded (at least D3D9 doesn’t), I need to work around that limitation as well… So started with […]