Category Archives: Engine Development

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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Team Foundation Server 2017

My Team Foundation Server has been online for a few weeks now.  However, I wasn’t ready to put the source code under revision control just yet.  I’ve been doing a lot of restructuring and refactoring of the code base that I wanted … Continue reading

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