Category Archives: Game Development

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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Avatar Movement Messages

I’ve been re-writing the game’s avatar movement code in the client and the server. I want to smooth things out once and for all! It’s finally time to retire the test code that has currently been in place for years. … 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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NPC Avatars

Finally got around to adding some NPCs into the game. Currently you can chat with them. Soon, they will be used to start quests, and to provide rewards, etc. It’s very cool that I have this working, since enemies will … Continue reading

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Large Mesh Files

I decided to re-write the mesh load and save routines used by the engine. They were previously using a recursive algorithm, which quickly caused the stack to fill up on larger models with deep hierarchies. Running into a stack overflow … Continue reading

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Collision and Response

I’ve been hard at work implementing new intersection tests, and dealing with collision and response algorithms. Pretty tough stuff to make work correctly and smoothly under all circumstances! I’m basically breaking up an area into distinct height levels, then doing … Continue reading

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Animation Controller Scaling

Turns out I wasn’t extracting scaling properly in my 3ds Max exporter plug-in. For one thing, if the local transformation included any scaling, it could cause NAN problems to arise while converting the matrix rotations into quaternions for the keyframed … Continue reading

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Networking Code

I finally feel the game’s network code is very stable. I found a pretty major bug on Christmas day that would cause file downloads to randomly stall. It had been nagging me for a while. Of course, this severely hurt … Continue reading

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Client Avatar Updates

The game client now queues up all avatar update notifications. For example, if you walk into an area with a LOT of avatars, they are slowly and gracefully “spilled” into the current scene. Instead of trying to load all of … Continue reading

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