Monthly Archives: April 2009

Making an MMO on a Shoestring

It sure is hard trying to make an indie MMO (massively multiplayer online) game on a shoestring budget.  I still need to find people interested in helping; like an artist, a tool developer, or a web developer.  If you are … Continue reading

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Primitive Mesh Objects

I need the procedurally generated mesh primitives in the engine to support shader effects.  For example, in the Orion Genesis material editor the basic primitives are used to preview the currently selected effect.  Well, in order to support effects that use texture maps, the primitives need to … Continue reading

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It’s Freakin’ Tax Time

I always hate this time of the year, it seems to leave me in a depressed mood.  It’s when I have to give some of my money to the government.  Since I’m self-employed, I don’t get any money back — I didn’t … Continue reading

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Current Engine Progress

What I thought were bugs in the effect system ended up just being incomplete code in the .fx file importer that I use with Orion Genesis.  I think the importer can now handle nearly any syntax and/or any expression encountered, the … Continue reading

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April Fools Day

OK, so it may be April Fools Day — but there’s no fooling around going on here, only some serious coding!  I found the bug that was giving me problems in Orion Genesis.  It turned out to be an issue with the effect manager in the … Continue reading

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