Spellcaster Studios

Make it happen…

Bit of an hiatus…

Sorry about it, guys, but I’ve been really busy with real life stuff, and really incapable of making time to develop the game… Doesn’t help motivation is a tad low at the moment…

Anyway, here’s hoping this week I’ll get back to normal!

So, one of the complaints I had from the Game Dev Camp was the font I was using for the “wall of text” (tutorial stuff) wasn’t very legible… So today I invested some time in trying to sort it… Still not 100% happy with it, but I think it’s better… Before on top, current on bottom:

screen627

screen719

 

Font is smaller, but more rounded, so it helps with legibility, I think… Will keep searching for a better one anyway (if you have suggestion, just let me know, I usually look for free fonts at www.dafont.com).

Besides this, I decided to optimize a code path… I was changing render targets a lot; for example, I was setting stuff like this: RT0 –> BackBuffer –> RT1 –> BackBuffer –> RT2 –> BackBuffer –> etc. So I had to go to the backbuffer everytime I wanted to switch render targets, even if I didn’t use it…

So I changed the code around so that it would just go (in the above example): RT0 –> RT1 –> RT2 –> Backbuffer… Was expecting this to yield some FPS, but the end result was none… Disappointed smile So, it was a bit of a waste of time (at least on the video cards I own), besides the satisfaction of having a more efficient system…

Now listening to “Z2” by “Devin Townsend”

Link of the Day: Most indie gamedevs know “The Meatly” comics, and he’s running a Kickstarter campaign with lots of cool stuff… Unfortunately, it’s not getting much traction, so how about you give it a push? Smile You can find out more about it at https://www.kickstarter.com/projects/1950781914/themeatly-takes-on-gaming

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