Category Archives: Engine Development

Multithreaded Orion Engine

I’ve been working on making the Orion Engine more thread-safe. It’s desirable to be able to load a scene, while another is currently rendering. It turns out Direct3D 9 is not ‘thread-safe’. If you attempted to use our previous version … Continue reading

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Terrain Scene Management

The new terrain scene management features are working great! I’ve invested a lot of time and hard work to make this happen. I can now finally knock this huge milestone off the list. The custom client and server architecture is … Continue reading

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Large Scale Terrain Grid

I’ve been working on some of the scene management features for Been There Game. Mostly, I’ve been working on terrain optimization. I currently have a ROAM algorithm that works very well. It renders a one square mile chunk of land … Continue reading

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Game Client Testing

Still testing the Been There game client. I’m currently working on a minor bug that has been bothering me for a while. Other than that, things are still working out pretty well. I added a new feature to the game … Continue reading

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Littletown

After a couple of months, the Been There test world called “Littletown” is finally back up and running! I’ve been chasing down a bunch of little pesky bugs in the new servers. However, they seem to be running pretty smooth … Continue reading

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Visual Studio Conformance Mode

I decided to enable the Conformance Mode (permissive-) option that was introduced in Visual Studio 2017. It’s supposed to help me write code that is both more correct, and more portable. I found out quickly that it reports a lot … Continue reading

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Network Server Driver

Finally, the new and drastically improved network server driver is working! I’m so excited! I have some quirks to work out still, but all is good. Now, I’m moving on to some encryption and hashing stuff that needs to be … Continue reading

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What’s Been Going On?

Getting close to finishing up the network driver code for the servers. I’m finding that I want to re-factor a few network related things in the Orion Engine SDK. I’m finally getting close to a new public test of the … Continue reading

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Network Server

I’ve been working on the network server code over the past week. It’s modular in design, meaning I can replace the existing module on all of the server applications and they will automatically use the new, optimized code. I’m implementing … Continue reading

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Client Networking

I finally figured out what was causing problems with my network code! Man, that makes me feel good. Wow, I’ve been tracking this issue down for months! The client networking in the game is working pretty efficiently right about now. … Continue reading

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