Spellcaster Studios

Make it happen…

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:

screen642

while running in OpenGL… Switching to D3D:

screen641

Still not correct (no decals anymore)… I tried going back on the changes, but the results were the same… Then I tried comparing the version I had with the version of the source control system (which worked), and after a lot of time, figured that the problem was a mismatch between the shaders (where I used a hard coded number for the pass control) and the logical number on the code (where I used a typedef)… So it was a stupid problem, but it took me forever to sort… :\ Oh well, maybe tomorrow it will go better!

Now listening to “Christ Illusion” by “Slayer”

Link of the Day: This one seemed to be one of the most interesting new IPs at E3… The mixture of post-apocalyptical with tribal concepts and the high tech of the creatures is quite nice:

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