Category Archives: Engine Development

Orion Genesis World Builder

I’ve been working on the Orion Genesis World Builder. The GUI needed some updates, so it would look better on Windows 10. Everything seems to be functioning pretty well now! More updates to follow soon…

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Network Driver

Well, I’m still working on the network driver code for the engine.  I just can’t seem to get everything exactly the way I want.  Network code is just so hard to troubleshoot!  However, I’m sure it will come together soon … Continue reading

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Happy New Year 2018!

Well, it’s a new year already!  I look forward to continue working on the Orion Engine SDK and the Been There Game software.  I feel this is going to be a great, productive year! I logged into the game servers … Continue reading

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Christmas Break

Well, I finally have a fairly complete plan for the new network architecture.  I’m hoping to fully utilize my Christmas break, by working on the code!  I pray nothing at my day job comes up, that could steal my time … Continue reading

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Network Code Refactoring

Something that has bugged me for a while is the current implementation of the network driver.  It was never meant to be production code, rather just a foundation to test and work from. The new implementation will use Windows Overlapped … Continue reading

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Asset Manager Application

Finally just about finished with the Asset Manager.  It’s been partially complete for a while now.  Just enough to allow clients to self update from the server when they login. Now I have an application that can be used for … Continue reading

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Orion Engine Plugin System

I’ve been pretty busy at work lately, which has hindered my development on the engine some.  However, I’m still pushing forward! The plug-in system (used by the Orion Engine SDK, Orion Script, Orion Genesis, Been There Game, etc.) has been … Continue reading

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Exporting Usable Mesh Files

I spent a lot of time trying to figure out why I couldn’t export mesh files with the new 64-bit UNICODE version of the 3ds Max Orion Engine exporter.  All of the vertices were coming out all zeros!  I thought … Continue reading

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Bounding Volumes, Server Hardware, etc.

I’ve been working on a glitch in the engine that caused the root level bounding volume not to be created, if the node didn’t have any vertices.  When merging the bounding volumes in a hierarchy, the top-level node should represent … Continue reading

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Memory Manager and CPUID

I’ve been going through my notes on the engine this week.  There were many little small issues that I was able to mark off the list!  The code is running pretty nice.  Things are certainly headed in the right direction. Fixed … Continue reading

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