Author Archives: Eric DeBrosse

About Eric DeBrosse

Lead developer of the Orion Engine.

Client-Server Avatar Movement Updates

I’ve never really been totally happy with how my avatar movements are handled by the client and the server. For one thing, dealing with the inevitable network lag stinks. I’m trying to make the server and the client perform the … Continue reading

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Direct3D 11 Refactor

Just about have the new Orion Engine D3D11 driver module finished. Testing should begin soon. I still want to emulate some of the legacy Fixed-Function Pipeline using shaders. I think the generic lighting routines are still useful. Also, FFP processing … Continue reading

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Happy New Year!

Can’t believe it’s already 2022. How time flies. Hope everyone has a great year!

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Been There Game Update

I’m still learning Direct3D 11, It’s quite a bit different than the DirectX 9 API. Anyway, I do hope to have the new video driver working soon. I’ve been busy with other things lately, but I am finally ready to … Continue reading

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DirectX 11 Support

Finally decided it was time to update the Direct3D video driver currently used by Orion Engine. It seems DirectX9 support in Windows 10 is taking a back seat. Apps no longer run exclusively in full-screen mode, they are now just … Continue reading

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Render Thread

While working on cleaning up the avatar movement messages, I decided to move the rendering and scene updates to their own threads. This certainly smooths things out quite a lot! For one thing, input device updates don’t get starved whenever … Continue reading

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Enemy NPC Avatars

Finally! Everything is coming together in the game to the point where I can finally work on the combat system. Now that the code for the friendly NPCs is progressing well, I’m starting to work out all of the details … Continue reading

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NPC Avatars

Finally got around to adding some NPCs into the game. Currently you can chat with them. Soon, they will be used to start quests, and to provide rewards, etc. It’s very cool that I have this working, since enemies will … Continue reading

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Large Mesh Files

I decided to re-write the mesh load and save routines used by the engine. They were previously using a recursive algorithm, which quickly caused the stack to fill up on larger models with deep hierarchies. Running into a stack overflow … Continue reading

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Collision and Response

I’ve been hard at work implementing new intersection tests, and dealing with collision and response algorithms. Pretty tough stuff to make work correctly and smoothly under all circumstances! I’m basically breaking up an area into distinct height levels, then doing … Continue reading

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