Tag Archives: orion engine

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

Posted in Engine Development, Game Development | Tagged , , , | Comments Off on Successful Testing

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

Posted in Game Development, Hardware | Tagged , , , , , , | Comments Off on Performance Issue Fix

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

Posted in Engine Development, Game Development | Tagged , , , , , , , , | Comments Off on Client-Server Avatar Movement Updates

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

Posted in Engine Development, Game Development | Tagged , , | Comments Off on Game Server Avatar Updates

Avatar Trade Window

Currently working on the “Trade Window” in my Been There Game client. This will be used to safely trade items between two avatars, or a vendor NPC. To open it, you simply double-click another player’s avatar. If the other avatar … Continue reading

Posted in Game Development | Tagged , | Comments Off on Avatar Trade Window

Terrain Scene Management

The new terrain scene management features are working great! I’ve invested a lot of time and hard work to make this happen. I can now finally knock this huge milestone off the list. The custom client and server architecture is … Continue reading

Posted in Engine Development, Game Development, Graphics | Tagged , , , , | Leave a comment

Happy New Year

Happy New Year from Mind Blown Games! I look forward to starting a fresh new year working on Been There Game. I expect good things to come soon!

Posted in Announcements | Tagged , | Comments Off on Happy New Year

What’s Been Going On?

Getting close to finishing up the network driver code for the servers. I’m finding that I want to re-factor a few network related things in the Orion Engine SDK. I’m finally getting close to a new public test of the … Continue reading

Posted in Engine Development, Game Development | Tagged , , | Leave a comment

Client Networking

I finally figured out what was causing problems with my network code! Man, that makes me feel good. Wow, I’ve been tracking this issue down for months! The client networking in the game is working pretty efficiently right about now. … Continue reading

Posted in Engine Development, Game Development | Tagged , , , , , , , | Leave a comment

Team Foundation Server 2018

Well, I finally upgraded our source control to Team Foundation Server 2018. Not sure when, or if, I’ll upgrade to Azure DevOps Server 2019. This is a good next step at least, and it’s working pretty nicely. The memory in … Continue reading

Posted in Hardware, Web Site Updates | Tagged , , , | Comments Off on Team Foundation Server 2018