Monthly Archives: July 2008

Working on the Wiki

I spent some time today working on the Orion Engine Wiki. I added a page that describes the current features in the engine. I also added a page that shows what still needs to be finished. I’ll continue adding more … Continue reading

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3ds Max Animation Export

I finally had some time today to track down the source of the animation problem that I was having. I recently thought the exporting of animation data was broken in my 3ds max exporter, however it in fact seems to … Continue reading

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The Broken Display Dilemma

The display on my brand spankin’ new Roland Fantom G6 synthesizer just quit working the other day. When I first bought the keyboard, the display had one stuck pixel. Before the warranty ran out, I had planned on getting it … Continue reading

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Animation System Progress

The main animation controller code has been finished. It has been fully integrated with the mesh object code as well. It’s finally ready for some basic testing! The only problem is, it does not appear animation data is being properly … Continue reading

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New Animation Scene Objects

The keyframed animation controller code is coming along nicely. I took a break from it today to create a few new scene objects. I made some simple scaling, rotation and translation (SRT) objects that can be used to animate any … Continue reading

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Mesh Animation System

I’m glad to be working on the animation code again. When I was working on it before, there were just too many other things that needed ported from the old engine to the new engine first. Actually, the new generic … Continue reading

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Genesis Viewport Rendering

While I was reviewing the mesh classes for any changes required to integrate my animation controller, I noticed an issue with how Genesis renders its backbuffers into the viewports. I spent a few days working this out and finally came … Continue reading

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Genesis Texture Viewer

I finally finished the Texture Viewer for the Orion Genesis world builder today. Development has been moving slow lately, because I’ve been busy with other things. I’m going to resume work on the mesh animation system. I hope to have … Continue reading

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