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Author Archives: Eric DeBrosse
Attribute Sorting
In order to finish the animation system, I need to finish the mesh data attribute sorting code. The vertices must be sorted by the number of bone influences, as this determines which vertex shader should be used for each batch. … Continue reading
Posted in Engine Development
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Down Time
I’ve been taking a much needed, long break away from the project. I’ve been working on it for many years now. However, I hope to resume work soon. I’d still love to get the character animation code working. That is … Continue reading
Posted in Announcements
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Been There Web Site
I’m pretty much finished with the account management system for the game. All of the required functionality seems to work great. I need to get my testers to try out the web site now. Later, I may do more work to … Continue reading
Posted in Web Site Updates
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Account Management System
I’ve been working on the account management system for the game. I’m creating the web site on my Linux Apache web server using PHP. I finally figured out how to get PHP to connect to the MS SQL Server used by … Continue reading
Posted in Web Site Updates
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Web Hosting
I got tired of Godaddy raising their web hosting prices, so I decided to setup my own linux apache web server. This was inevitable anyway, since I want my account management system web site to be behind the firewall along … Continue reading
Posted in Web Site Updates
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Good Wires Gone Bad
I had to replace the Ethernet cable on the database server today. Whenever I used Remote Desktop to connect to the machine, I was getting a lot of vertical lines and garbage pixels. As it turns out, the signal was getting … Continue reading
Posted in Hardware
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Upgraded Database Server
I had a faster CPU laying around that I was able to put in the database server. I also upgraded its memory, switched out the old CD-ROM for a DVD-ROM drive, and installed a second hard drive that I can use … Continue reading
Posted in Hardware
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Scene Object Updates
I’ve been making changes to the base scene object. Now there is a flag that you can use to render the current scene object after all of the children have been rendered, instead of the other way around. This was needed due to … Continue reading
Posted in Engine Development
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Updated Game Server
I updated the game server for Been There this week. It now supports chat commands from an administrator account to kick and/or ban users from the game. If you kick a user, it immediately logs them out of the game … Continue reading
Posted in Game Development
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Fixed Game Client Bugs
I finally fixed a nagging bug in the Been There Game client that has been around for a while now. On rare occasions, the client would crash and you couldn’t see the error message unless you used Alt+Tab first. Well, … Continue reading
Posted in Game Development
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