Tag Archives: orion engine sdk

Render Thread

While working on cleaning up the avatar movement messages, I decided to move the rendering and scene updates to their own threads. This certainly smooths things out quite a lot! For one thing, input device updates don’t get starved whenever … Continue reading

Posted in Engine Development, Game Development | Tagged , | Comments Off on Render Thread

Avatar Movement Messages

I’ve been re-writing the game’s avatar movement code in the client and the server. I want to smooth things out once and for all! It’s finally time to retire the test code that has currently been in place for years. … Continue reading

Posted in Game Development | Tagged , , | Comments Off on Avatar Movement Messages

Enemy NPC Avatars

Finally! Everything is coming together in the game to the point where I can finally work on the combat system. Now that the code for the friendly NPCs is progressing well, I’m starting to work out all of the details … Continue reading

Posted in Game Development | Tagged , , , | Comments Off on Enemy NPC Avatars

NPC Avatars

Finally got around to adding some NPCs into the game. Currently you can chat with them. Soon, they will be used to start quests, and to provide rewards, etc. It’s very cool that I have this working, since enemies will … Continue reading

Posted in Game Development | Tagged , , | Comments Off on NPC Avatars

Large Mesh Files

I decided to re-write the mesh load and save routines used by the engine. They were previously using a recursive algorithm, which quickly caused the stack to fill up on larger models with deep hierarchies. Running into a stack overflow … Continue reading

Posted in Engine Development, Game Development | Tagged , | Comments Off on Large Mesh Files

Animation Controller Scaling

Turns out I wasn’t extracting scaling properly in my 3ds Max exporter plug-in. For one thing, if the local transformation included any scaling, it could cause NAN problems to arise while converting the matrix rotations into quaternions for the keyframed … Continue reading

Posted in Engine Development, Game Development, Graphics | Tagged , , | Comments Off on Animation Controller Scaling

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

Posted in Engine Development, Game Development | Tagged , , , , | Comments Off on Networking Code

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

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

Animation System

I was planning on adding a chest that can be opened into Been There Game. However, I discovered that my keyframed animation system was not working totally correct. To deal with rotations that don’t happen around the object’s center, I … Continue reading

Posted in Engine Development, Game Development | Tagged , | Comments Off on Animation System

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

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