Author Archives: Eric DeBrosse

About Eric DeBrosse

Lead developer of the Orion Engine.

Successful Testing

The new windowed/borderless option I added to the game is working great for fullscreen! All of the performance is back now. I’ve been able to tune and fix a bug with the multithreading support that I recently added. Things like … Continue reading

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Performance Issue Fix

I’ve been playing a lot of games lately and noticed a new feature that I’ve never really noticed before. An option called “Windowed Borderless” mode. Since exclusive full-screen access was broken in my game by a recent Microsoft patch, this … Continue reading

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Game Status

Wow, is it February already? Finally able to get busy with the game again. Just wanted to leave a post letting people know that I’m still alive and kicking!

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Client-Server Avatar Movement Updates

I’ve never really been totally happy with how my avatar movements are handled by the client and the server. For one thing, dealing with the inevitable network lag stinks. I’m trying to make the server and the client perform the … Continue reading

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Direct3D 11 Refactor

Just about have the new Orion Engine D3D11 driver module finished. Testing should begin soon. I still want to emulate some of the legacy Fixed-Function Pipeline using shaders. I think the generic lighting routines are still useful. Also, FFP processing … Continue reading

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Happy New Year!

Can’t believe it’s already 2022. How time flies. Hope everyone has a great year!

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Been There Game Update

I’m still learning Direct3D 11, It’s quite a bit different than the DirectX 9 API. Anyway, I do hope to have the new video driver working soon. I’ve been busy with other things lately, but I am finally ready to … Continue reading

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DirectX 11 Support

Finally decided it was time to update the Direct3D video driver currently used by Orion Engine. It seems DirectX9 support in Windows 10 is taking a back seat. Apps no longer run exclusively in full-screen mode, they are now just … Continue reading

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Render Thread

While working on cleaning up the avatar movement messages, I decided to move the rendering and scene updates to their own threads. This certainly smooths things out quite a lot! For one thing, input device updates don’t get starved whenever … Continue reading

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Enemy NPC Avatars

Finally! Everything is coming together in the game to the point where I can finally work on the combat system. Now that the code for the friendly NPCs is progressing well, I’m starting to work out all of the details … Continue reading

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