-
Archives
- December 2024
- June 2024
- February 2024
- January 2024
- December 2023
- November 2023
- August 2023
- July 2023
- June 2023
- May 2023
- April 2023
- February 2023
- December 2022
- June 2022
- January 2022
- November 2021
- September 2021
- July 2021
- June 2021
- May 2021
- April 2021
- March 2021
- February 2021
- January 2021
- December 2020
- November 2020
- October 2020
- September 2020
- August 2020
- July 2020
- June 2020
- April 2020
- March 2020
- February 2020
- January 2020
- December 2019
- November 2019
- October 2019
- September 2019
- August 2019
- July 2019
- June 2019
- February 2019
- December 2018
- July 2018
- June 2018
- March 2018
- February 2018
- January 2018
- December 2017
- November 2017
- October 2017
- September 2017
- August 2017
- July 2017
- June 2017
- May 2017
- April 2017
- March 2017
- October 2011
- February 2011
- December 2010
- July 2010
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- April 2009
- March 2009
- February 2009
- January 2009
- December 2008
- November 2008
- October 2008
- September 2008
- August 2008
- July 2008
- June 2008
-
Meta
Category Archives: Engine Development
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
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
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
Posted in Engine Development, Game Development
Leave a comment
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
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
Posted in Announcements, Engine Development
Leave a comment
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
Posted in Engine Development
Leave a comment
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
Posted in Engine Development, Hardware
Leave a comment
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
Posted in Engine Development
Leave a comment
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
Posted in Engine Development
Leave a comment
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
Posted in Announcements, Engine Development, Hardware
Leave a comment