Author Archives: Eric DeBrosse

About Eric DeBrosse

Lead developer of the Orion Engine.

Primitive Mesh Objects

I need the procedurally generated mesh primitives in the engine to support shader effects.  For example, in the Orion Genesis material editor the basic primitives are used to preview the currently selected effect.  Well, in order to support effects that use texture maps, the primitives need to … Continue reading

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It’s Freakin’ Tax Time

I always hate this time of the year, it seems to leave me in a depressed mood.  It’s when I have to give some of my money to the government.  Since I’m self-employed, I don’t get any money back — I didn’t … Continue reading

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Current Engine Progress

What I thought were bugs in the effect system ended up just being incomplete code in the .fx file importer that I use with Orion Genesis.  I think the importer can now handle nearly any syntax and/or any expression encountered, the … Continue reading

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April Fools Day

OK, so it may be April Fools Day — but there’s no fooling around going on here, only some serious coding!  I found the bug that was giving me problems in Orion Genesis.  It turned out to be an issue with the effect manager in the … Continue reading

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Purchased New Domain Name

I decided to register a new domain name (www.mindblowngames.net) today.  I’m going to eventually use this domain name for the account management system used by all of our games, including the Been There Game that we are currently working on.  I’m using a separate … Continue reading

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Web Site Maintenance

I updated the code that runs the wiki and the message forums today.  There were some security fixes that I wanted to apply.  I also added a plug-in for WordPress that is used to create a site map of all my blog … Continue reading

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New Blog Theme

I’ve been playing around with a new theme for my blog page.  I think the new look is pretty cool.  Nonetheless, variety is good.  You never know, I might just keep changing the appearance around, to keep it fresh! There have not been very many engine … Continue reading

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Shader Constants

An important goal of the effect system in Orion Engine is that it can handle many types of shaders and/or effect files, while still remaining to be completely cross-platform.  So far, I believe I can handle HLSL and CgFX effect files quite … Continue reading

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Effect System Progress

I’ve been working nearly every day for the last month on the engine’s effect based rendering subsystem.  I now see why my friend reached burnout while designing the system.  He sure puts a lot of deep thought into these types of things.  It … Continue reading

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Effect File Importers

I’ve been extremely busy working on the effect file importers for the Orion Genesis world builder tool.  OK, maybe more on the HLSL (.fx file) importer, not so much on the CgFX (.cgfx file) importer.  Also, I’ve been ironing out how the effect parameter … Continue reading

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