Tag Archives: mind blown games

Successful Testing

The new windowed/borderless option I added to the game is working great for fullscreen! All of the performance is back now. I’ve been able to tune and fix a bug with the multithreading support that I recently added. Things like … Continue reading

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Performance Issue Fix

I’ve been playing a lot of games lately and noticed a new feature that I’ve never really noticed before. An option called “Windowed Borderless” mode. Since exclusive full-screen access was broken in my game by a recent Microsoft patch, this … Continue reading

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Game Status

Wow, is it February already? Finally able to get busy with the game again. Just wanted to leave a post letting people know that I’m still alive and kicking!

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Client-Server Avatar Movement Updates

I’ve never really been totally happy with how my avatar movements are handled by the client and the server. For one thing, dealing with the inevitable network lag stinks. I’m trying to make the server and the client perform the … Continue reading

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Direct3D 11 Refactor

Just about have the new Orion Engine D3D11 driver module finished. Testing should begin soon. I still want to emulate some of the legacy Fixed-Function Pipeline using shaders. I think the generic lighting routines are still useful. Also, FFP processing … Continue reading

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Networking Code

I finally feel the game’s network code is very stable. I found a pretty major bug on Christmas day that would cause file downloads to randomly stall. It had been nagging me for a while. Of course, this severely hurt … Continue reading

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Client Avatar Updates

The game client now queues up all avatar update notifications. For example, if you walk into an area with a LOT of avatars, they are slowly and gracefully “spilled” into the current scene. Instead of trying to load all of … Continue reading

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Game Server Avatar Updates

The game server finally properly handles avatar update messages. Basically, all avatars are grouped into small areas. These areas align with the land block grid system used by the terrain renderer. As a player moves in and out of a … Continue reading

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Dropped Items

Some things came up recently where I had to take a short break. But I’m back at it again. The game’s inventory system was nearly complete. I just need to finish dealing with dropped items. Once this is complete, I … Continue reading

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