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 fixes that I came up with actually still work with Win32/x86. So, I didn’t have to scatter a bunch of conditional compilation logic throughout the code. Actually, all in all we did a pretty good job of writing code that was ready for the 64-bit transition.
OK, so this should have been done years ago. But this was a major undertaking, because the Orion Engine codebase is huge! Heck, just Orion Script alone is a pretty large SDK itself. Orion Genesis is starting to become pretty deep too.
Oh yeah, I finally found my texture library on an old server/computer that was stored in the basement. I’m pretty stoked. Because I spent many years putting that library together, mostly from photos that I had taken over the years. I’ve got some pretty nice tiles in there!