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 be working correctly. It turns out there was a small bug in the new animation controller code. It is fixed now. This is great news. I should be able to finish tightening up the animation system code within the next week or two. There isn’t much remaining that needs to be finished!

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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 serviced. I’ve just been too busy enjoying it in my studio and doing other things. Now, when you turn the ‘board on, the display just comes up all white. This really stinks. It still plays, but you can’t do much of anything without the display. So I had to drop it off at an authorized service center the other day. They said it could take three weeks to get it back. Ouch! By the time I finally get it back, the labor warranty will be up. I’m worried that it will go out again! Can’t these big companies give us a better warranty on something so expensive? I own a lot of Roland stuff, and it has all stood the test of time well, but this new keyboard has me fairly worried that the display is extremely fragile. Maybe I should break out my Roland Super Jupiter MKS-80 and write a song with some phat synth leads in it to cheer me up.

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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 exported from my 3ds max exporter. Unfortunately, I’ll need to spend some time finding the problem before I can proceed. Once I get the exporter to work again, then I can finish the animation track blending features. I’ll probably finish the optional compressed animation set code later. This will enable me to move on to more important things.

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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 scene object, in basic ways. It’s pretty cool, I can put lots of moving and spinning objects in the scenes now. These new objects are very lightweight, i.e. they don’t eat a lot of CPU time to animate.

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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 animation controller was nearly complete when I quit working on it. Our 3ds max exporter is totally ready to export animation sets along with the exported mesh data. I just finished integrating an animation controller with the mesh scene object. I had to work out a few small bugs today, since the animation code was never tested before. The basic hierarchical mesh animation stuff should all be working soon! Unfortunately, I need to do a little more work on the effect system, before I can implement the mesh skinning required for our advanced character animation system. However, I’m making great progress! It’s all coming together.

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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 up with a great solution. Now, I can actually simplify the engine video driver plug-in architecture as a direct result. This is awesome, since it will make it a lot easier to finish my OpenGL driver. I’m going to spend some time today cleaning up all of the video driver code.

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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 it ready soon, so that I can move on to more important things, like the effect system.

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Working on the Web Site

I’ve been adding a lot of stuff to the web site.  In addition to this new blog, I’ve also added a Wiki for the Orion Engine. I’ll be using it to start generating some decent online documentation for the engine. I’m also working on some message forums and a bug tracking database. There is not that much need for these yet, but at least they will be ready for when the time comes. One more thing, I added a new screen shot of Genesis, the Orion Engine world builder. This screen shot shows how the current build looks on Windows Vista.

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Hello World

Welcome to the Orion Engine Blog!  My name is Eric DeBrosse, I’m the lead developer of the Orion Engine.  I’ll be using this area to post details about the current progress of the engine.  Lately, I’ve been putting a lot of development time into the Orion Genesis World Builder.  The world builder contains a lot of new features, it’s starting to work pretty awesome!

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