History of Radioactive-Software

Radioactive-Software was started in 2001 and was incorporated in 2007 (Radioactive-Software, LLC.). The company is based in Cary, North Carolina USA. We mostly focus on game development, but can also produce general purpose computer applications and software programs. Radioactive-Software is primarily the work of one person, Danny Green. Since 2001 Danny has been the driving force behind Radioactive-Software's products - and has written our game engine technology from scratch over the last 10+ years, utilizing several middlware libraries such as DirectX, Havok Physics, and RakNet networking technology. In addition to several middlware libraries, Danny also works with a wide array of production companies, publishers, and contractors to complete projects.

We have an office in downtown Cary, North Carolina - right across the street from Cary Town Hall in the Cooper Building at 315 N. Academy St. Although Danny does a majority of the work from his home office - the downtown location is great for playtesting the latest versions of games.

You can see a list of Radioactive-Software's products here in the "Radioactive-Software's PC Games" section of the webpage.

Radioactive Software's Office Danny Green's Home Office CEO, Danny Green

Danny Green

CEO / Lead Programmer / Artist

Danny has been programming computers using C/C++ since he was 12 years old. He started out with basic text based games, then moved to 2D games using the Allegro game library. After doing some very basic 3D work using Allegro's integrated 3D rendering capabilities, Danny moved on to making games using the OpenGL library. Many of these earlier projects were small, and never finished, their primary purpose was to practice game engine design and development. After a few years of using OpenGL, Danny transitioned to using DirectX for rendering in his game engine.

During his Junior year of College/University ( at the age of 20 ) - Danny decided to take "time off" to focus full-time on finishing his then current project, Urban Empires, after signing a publishing contract for it. In 2009 Danny signed another publishing contract, this time with Paradox Interactive, AB. a Swedish game publisher. That new game project came to be known as Gettysburg: Armored Warfare, the project was released on the Steam platform on March 27, 2012. Danny's third major project, called Killing Horizon is now in development with a scheduled release date of 2013.

Danny is currently 28 years old and has extensive knowledge of 30+ programming languages and APIs - plus comprehensive knowledge and proficiency of virtually every game development skill. Please use the e-mail address below with any questions or inquiries!

dgreen@radioactive-software.com

Connect with Danny on social media!


Homepage - RadioactiveSoftware.com
Twitter @TheRealDGreen - Twitter.com
Gamedev.net Journal - Gamedev.net
Youtube Channel - Youtube.com

Add game Games
Just Death

Just Death

Third Person Shooter

You awaken, the city smells like scum. Somebody has to clean it up. Nothing left. Just Death.

Killing Horizon

Killing Horizon

Third Person Shooter

Killing Horizon is an online hybrid RTS/TPS/FPS game where players can fight for control over large battlefields, gathering planetary resources to expand...

Urban Empires

Urban Empires

Third Person Shooter

Urban Empires is a Multiplayer Gangster game. It combines traditional Real-time Strategy gameplay with the ability to control any of your gangsters at...

Gettysburg: Armored Warfare

Gettysburg: Armored Warfare

Third Person Shooter

Gettysburg: Armored Warfare is an online Real Time Strategy / Third Person Shooter hybrid putting players in the middle of an alternate version of the...

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dgreen02 Creator
dgreen02

Oh, hai.

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Cary, NC
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Latest tweets from @therealdgreen

RT @Killing_Horizon: Testing vehicles and soldiers in the same formation. #GameDev #IndieDev #KillingHorizon #Steam #Wargames T.co

Dec 10 2017

RT @Killing_Horizon: Added avoidance to the Artificial intelligence soldiers in #KillingHorizon ... they are only scared of vehicles so… T.co

Dec 9 2017

RT @Killing_Horizon: Dune buggy in #KillingHorizon #Gamedev #IndieDev still a work in progress terrain and lot still less than half fini… T.co

Dec 8 2017

Work in progress on the @Killing_Horizon army system (16,000 soldiers). #GameDev #IndieDev They can use many format… T.co

Dec 6 2017

RT @Killing_Horizon: New Screenshots on the #KillingHorizon Facebook page. #GameDev #IndieDev - Facebook.com

Nov 15 2017

Testing instanced soldier formations in @Killing_Horizon, my engine supports 16,000+ soldiers in real-time.… T.co

Nov 15 2017

Programming tank physics and terrain shaders today, for @Killing_Horizon #GameDev #IndieDev #KillingHorizon #WIP T.co

Nov 14 2017

RT @Killing_Horizon: Terrain rendering for prototype #GameDev #IndieDev #KillingHorizon #Terrain #Artwork #Gaming #Steam T.co

Nov 14 2017

RT @Killing_Horizon: Instanced soldier rendering. #GameDev #IndieDev #Wargaming #KillingHorizon T.co

Nov 14 2017

RT @Killing_Horizon: Tank physics and testing #KillingHorizon #GameDev #IndieDev T.co

Nov 14 2017

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