Author Archives: Eric DeBrosse

About Eric DeBrosse

Lead developer of the Orion Engine.

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

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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

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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

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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

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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

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Memory Manager and CPUID

I’ve been going through my notes on the engine this week.  There were many little small issues that I was able to mark off the list!  The code is running pretty nice.  Things are certainly headed in the right direction. Fixed … Continue reading

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Team Foundation Server 2017

My Team Foundation Server has been online for a few weeks now.  However, I wasn’t ready to put the source code under revision control just yet.  I’ve been doing a lot of restructuring and refactoring of the code base that I wanted … Continue reading

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Booting Up The Old Hard Drives

Finally have everything updated and running in 64-bit.  I ran into some rather interesting scenarios where what worked in 32-bit, didn’t fly at all in 64-bit.  Anyway, it’s too hard and boring to explain here (lol).  The good thing is, all of the … Continue reading

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Win64 and my ENTIRE weekend!

Well, I got the engine SDK, and all of the tools and applications running again under Visual Studio 2017.  Now, I’m trying to convert everything from the older Win32 (x86) architecture, over to the Win64 (x64) architecture.  Actually, I’m making it … Continue reading

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Visual Studio 2017 from Visual Studio 2010

I have several computers ready to be servers for the game.  Now I’m upgrading all of the projects that make up the Orion Engine SDK libraries and applications to Visual Studio 2017.  I knew there would be some minor changes.  Actually, the new … Continue reading

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