Author Archives: Eric DeBrosse

About Eric DeBrosse

Lead developer of the Orion Engine.

Sky Dome

I started working on a new sky dome scene object today.  This scene object will be much better than the current sky box implementation that the engine uses.  It’s much easier to animate textures on a dome, as compared to a box … Continue reading

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New Pixel Formats

I’ve been adding support for some new high dynamic range (HDR) pixel formats to the engine.  I added a 32-bit per-pixel integer format (A32B32G32R32) that can be used with OpenEXR images.  The image processing library in the engine can be used to … Continue reading

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Orion Engine Codecs

I updated all of the external codec (compression/decompression) libraries that are used by the Orion Engine.  This includes: zlib, LibTIFF, libpng and OpenEXR.  I’m glad I updated them.  As it turns out, the old code that I was using had quite a few known … Continue reading

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Effect Files and Mesh Files

I’ve been working out some bugs that were related to the loading and saving of effect files.  I have to admit, when I was working on the effect system I didn’t do a lot of testing with file saving and loading.  However, I think … Continue reading

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3ds Max Physique Skinning

The exporter can now export skinning information created using the Physique modifier in 3ds Max.  A hierarchy of bones and/or a biped can be used to animate the mesh.  Both rigid vertex and blended rigid vertex types are supported.  The data is … Continue reading

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Exporting Effects

I’m just about finished adding “DirectX Shader” material support to my 3ds Max exporter plug-in.  All of the effect parameters that you specify in the rollout will get exported with the subsets of a mesh.  I had to add new … Continue reading

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Gatekeeper Server Corruption

It’s inevitable, the more computers that you own, the more problems you are going to have! There were a few power outages recently that took their toll on the Gatekeeper server’s file system.  It wasn’t worth fixing, so I went ahead … Continue reading

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Tangents, Bitangents and Binormals

I’m still updating the 3ds Max mesh file exporter that I use with the engine.  I already had a feature to export per-vertex diffuse colors, but now I also have a feature to export per-vertex shading and/or illumination colors.  Many … Continue reading

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Custom 3ds Max Exporter

I updated the Orion Engine 3ds Max exporter plug-in to work with 3ds Max 2010 (R12).  There were some changes with how assets are enumerated, i.e. texture files, effect files, etc.  The latest changes were implemented as a conditional compilation, … Continue reading

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Making an MMO on a Shoestring

It sure is hard trying to make an indie MMO (massively multiplayer online) game on a shoestring budget.  I still need to find people interested in helping; like an artist, a tool developer, or a web developer.  If you are … Continue reading

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