Author Archives: Eric DeBrosse

About Eric DeBrosse

Lead developer of the Orion Engine.


Not very happy with the folks over at Newegg.  I thought I would give them a chance on a recent purchase.  I’ve never used them before.  But now, I don’t think I will ever bother with them again.  They wasted … Continue reading

Posted in Hardware, Uncategorized | Tagged | Leave a comment

SSL VPN Router

It’s time to upgrade the old router.  I really need updated VPN capabilities, so I can access my network while offsite at hotels, etc.  Even if the hotel is not directly blocking VPN ports, IPSec has trouble passing through some … Continue reading

Posted in Hardware | Leave a comment

Asset Manager Application

Finally just about finished with the Asset Manager.  It’s been partially complete for a while now.  Just enough to allow clients to self update from the server when they login. Now I have an application that can be used for … Continue reading

Posted in Engine Development, Game Development, Graphics, Music & Sound FX | Leave a comment

Bootstrap and the Self Extractor

The old setup bootstrap used to implement a fairly old Visual C Runtime.  This allowed it to run without any dependencies on the platforms that we were targeting.  The new bootstrap is compiled using Visual C++ 2017.  However, I’ve completely … Continue reading

Posted in Game Development | Leave a comment

Entering the ‘Been There’ World Again

I reached a major milestone today!  The game server software suite is working again (now it’s all native 64-bit code) and successfully installed on the new server hardware.  Today, I was finally able to login to the game world again … Continue reading

Posted in Announcements, Game Development | Leave a comment

3D in the Real World

Finally finished working on this two-gripper robot.  He is one of three in a machine that we recently programmed.  I used some game AI on him, lol.  He is pretty smart.  The customer was pretty impressed. Ok, so robots are … Continue reading

Posted in Announcements | Leave a comment

Orion Engine Plugin System

I’ve been pretty busy at work lately, which has hindered my development on the engine some.  However, I’m still pushing forward! The plug-in system (used by the Orion Engine SDK, Orion Script, Orion Genesis, Been There Game, etc.) has been … Continue reading

Posted in Announcements, Engine Development | Leave a comment

Bad Capacitors

The monitor I use for my dev machine (a 52″ LCD Samsung T.V. LOL) started acting up the other day.  It wouldn’t turn on, the standby relay just kept clicking.  I can’t let this get in the way of development!  … Continue reading

Posted in Hardware | Leave a comment

Exporting Usable Mesh Files

I spent a lot of time trying to figure out why I couldn’t export mesh files with the new 64-bit UNICODE version of the 3ds Max Orion Engine exporter.  All of the vertices were coming out all zeros!  I thought … Continue reading

Posted in Engine Development | Leave a comment

Bounding Volumes, Server Hardware, etc.

I’ve been working on a glitch in the engine that caused the root level bounding volume not to be created, if the node didn’t have any vertices.  When merging the bounding volumes in a hierarchy, the top-level node should represent … Continue reading

Posted in Engine Development, Hardware | Leave a comment