Category Archives: Engine Development

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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Booting Up The Old Hard Drives

Finally have everything updated and running in 64-bit.  I ran into some rather interesting scenarios where what worked in 32-bit, didn’t fly at all in 64-bit.  Anyway, it’s too hard and boring to explain here (lol).  The good thing is, all of the … Continue reading

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Win64 and my ENTIRE weekend!

Well, I got the engine SDK, and all of the tools and applications running again under Visual Studio 2017.  Now, I’m trying to convert everything from the older Win32 (x86) architecture, over to the Win64 (x64) architecture.  Actually, I’m making it … Continue reading

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Team Foundation Server Back Online

The Team Foundation Server ended up having some bad memory.  So, I replaced all of the memory.  I went ahead and upgraded it from 2 GB to 4 GB while I was at it.  It’s back online now.  Development has resumed again on the engine.  I’m finally … Continue reading

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Attribute Sorting

In order to finish the animation system, I need to finish the mesh data attribute sorting code.  The vertices must be sorted by the number of bone influences, as this determines which vertex shader should be used for each batch.  … Continue reading

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