Spellcaster Studios

Make it happen…

Yearly Archives: 2015

More bug fixing

Today was mostly about fixing bugs in the different ports, adjusting small issues that arise from there, and fixing the broken audio system… So, the result is: Right side is the game running Windows (Direct3D), middle is Ubuntu 14.04 and left is iMac! Everything is fully functional, from my tests… Next step is seeing if […]

Mac port working!

Yeah, I got the Mac version working! No sound for some reason (need to investigate), but working fine as far as I can see… The weird part was that I was expecting to have to upgrade the shaders (I’m using version 1.40, which correspond to OpenGL 3.1, and this context is not backwards compatible), but […]

More OpenGL 3.2

So I figured out the issue… I didn’t have a “Vertex Array Object” associated to the rendering… It’s apparently the equivalent to Vertex Declarations on Direct3D… It’s easy to fix when you figure out the problem, but OpenGL is remarkably hard to search for in the net, since there’s a lot of versions available, and […]

OpenGL 3.2

So I started working on porting the game from OpenGL 3.2 with backwards compatibility to OpenGL 3.2 without any backwards compatibility… So, a lot of debug code and error checking… This was the first result: Not impressive… :\ So now I’m looking at what I’m missing there… The 2d part seems to work fine, the […]

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 […]

Bug fixing to relax…

Never thought this, but considering the next (logical) step in the game development is to make the Mac build of the game, I decided to take the day to do some bug fixing, since it seemed a bit more relaxing than going for the iMac… Anyway, most of the bugs were simple stuff (and some […]

This was complicated…

What seemed like a simple issue to solve (lack of performance on low-end card because of ambient occlusion) ended up being much more complicated than expected! So, yesterday I decided to add a new system to be able to customize the level of ambient occlusion (in terms of resolution)… I added the system, but while […]