Author Archives: Eric DeBrosse

About Eric DeBrosse

Lead developer of the Orion Engine.

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

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Searching For Game Bugs

I decided to work on the game for a little bit, for a change of pace.  I added a few new beta testers the other day.  While watching the logs, I noticed some issues with the chat server that were kind of … Continue reading

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Skinned Mesh Support

I’ve been working a lot on the skinned mesh support in the engine lately.  I was having a problem with the engine’s 3ds Max exporter crashing when you exported a mesh that contained physique, but I have that fixed now.  If you … Continue reading

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Looking for 3ds max Artist

I’m currently looking for an artist who can create 3ds max physique-based skinned avatar and/or monster meshes.  I’m also looking for a skilled web developer to work on the account management system  If you are interested in contributing to the Been There … Continue reading

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Updating Mesh Scene Object

I’m currently updating the mesh scene object hierarchy to support skinning data.  The skin weights, and the bone data, are already exported by the custom 3ds Max exporter.  All of this data can be successfully loaded by the engine.  I’ve also been working on the HLSL vertex shader … Continue reading

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Skinned Avatar Mesh

I need a skinned mesh with bones, so that I can test the shader that will be used to render the avatars in my game.  I’ve been going through the 3ds Max tutorials on biped and physique.  I forgot how to do … Continue reading

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Effect System Fallbacks

I made some changes to the .fx effect file importer for the world builder.  Not only can it promote 1.x shaders to version 2.0, it can also automatically compile the legacy 1.x shaders and include them in the effect file as well.  … Continue reading

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Game Servers Finally Online Again

I kept finding bugs in the effect system; they were keeping me from getting the game servers back online.  I wanted to at least have something new to show, before introducing a new patch.  With the latest fixes, the new skydome looks … Continue reading

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Effect System Progress

I finally got all of the shader effects working on the sky dome today!  It looks pretty sweet!  I’ve been getting all of the kinks worked out of the effect system in the engine.  There are just a few more … Continue reading

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Effect Parameters and Constants

While working on the sky dome scene object, I realized there was still a lot of work to be done in the effect system.  I’ve been spending the last couple of weeks refining how effect parameters and/or effect constants work.  Now, it’s … Continue reading

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