Category Archives: Game Development

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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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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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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