Spellcaster Studios

Make it happen…

Tag Archives: polish

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 […]

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 […]

Done with the ice planet!

Today was a good day, finished the ice planet polish! It also means I managed to make the cube maps work on OpenGL (had a nasty seam on the skybox until I found that I had to do glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS) to get seamless cube maps on OpenGL)… So, we got snow, grass, and reflective ice, and […]

I have such meager skills for art…

Today I mostly worked on the skybox, trying to get a good result, that works nicely with the ground planet (for the reflection) and for the skybox… This is the best I could do, glueing together several textures, etc: It’s not bad, but too sparse, because I have to guarantee a fade out so we […]

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 […]

Water splash and bug fixing

Today I added some more water effects, namely the “waves” when you walk in the water and the splash when you get in: It’s not very good, but I think it works… Also added an effect for when lightning hits the water, instead of just leaving a scorch mark: Then I had some bugs to […]

More grass

Worked a bit more on grass today… In the process I found a silly bug with the terrain generation: The water over there should have a barrier making a basin… The reason for this was that the terrain around it was marked as “static” (because it’s rock), but it shouldn’t in this case… The result […]

Grass

Working on grass for the alien planet… Results are absolutely terrible! First I tried putting in grass in a triangular pattern, so you could look at it from any angle (for cutscenes, mainly)… The first problem shows up… The normal of one or two prongs will always be extra dark, which will cause the ugliness […]

Alien planet polish

Started the polishing of the alien planet… This is the initial state: Very barren, looks artificial,etc… Started by the usual places: getting the water flow/rivers working, improving the terrain generation… My focus was really off today, so this went way slower than it should… Then I added crystals to the landscape, which helps with the […]