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Tag Archives: orion engine sdk
Game Polish
Been making some improvements to the game lately. For one thing, the relative mouse movements that are generated by the engine’s input routines are a lot smoother than ever before. When the mouse is moving slow you have smooth per-pixel … Continue reading
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine, orion engine sdk
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Happy Holidays!
I hope everyone had a great year. I’m looking forward to continuing to work on the game next year! I’m almost finished implementing the hot key toolbar. This makes it so much easier to cast spells, switch weapons, drink potions, … Continue reading
Posted in Announcements, Game Development
Tagged been there game, mind blown games, orion engine sdk
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Spell System
Still working on all of the spell mechanics. New avatar items have been created for each of the spells that can be individually spawned. Still trying to decide where to put the level 1 spells, like in a random chest … Continue reading
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine, orion engine sdk
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New List Box Control
Finally added a list box to the engine’s 2D control library. This was needed for the Spell Book dialog in the game, so spells can be easily selected. Things are still moving along great with the spell system!
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine, orion engine sdk
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Skills and Spells
I’ve been working on the skill system. The calculations are currently used for the run speed, weapon speed, armor, and hit points. I decided that before I finish the ability to fight, I’ll get the spell system under way too. … Continue reading
Posted in Engine Development, Game Development
Tagged been there game, mind blown games, orion engine, orion engine sdk
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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 been there game, mind blown games, orion engine, orion engine sdk
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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
Posted in Engine Development, Game Development
Tagged avatar, been there game, D3D, direct3d, FFP, fixed-function pipeline, mind blown games, orion engine, orion engine sdk
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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
Posted in Engine Development
Tagged direct3d, directx, mind blown games, orion engine sdk
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Been There Game Update
I’m still learning Direct3D 11, It’s quite a bit different than the DirectX 9 API. Anyway, I do hope to have the new video driver working soon. I’ve been busy with other things lately, but I am finally ready to … Continue reading
Posted in Engine Development, Game Development
Tagged been there game, orion engine sdk
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DirectX 11 Support
Finally decided it was time to update the Direct3D video driver currently used by Orion Engine. It seems DirectX9 support in Windows 10 is taking a back seat. Apps no longer run exclusively in full-screen mode, they are now just … Continue reading
Posted in Engine Development, Game Development
Tagged been there game, direct3d, directx, orion engine sdk
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