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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United States

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Cary, NC
Twitter

Latest tweets from @therealdgreen

RT @Killing_Horizon: Making progress on smaller detail rocks and finalizing a few other visual elements. Also working on gameplay system… T.co

Mar 4 2018

RT @Killing_Horizon: Early rock rendering. Specularity needs to be tweaked, and smaller rocks will be spawned around the camera, also ti… T.co

Feb 17 2018

RT @Killing_Horizon: Early rock rendering. Smaller rocks will be spawned around the camera. All shaders still work in progress.… T.co

Feb 17 2018

RT @Killing_Horizon: Resource barrels are placed inside the energy outposts (20 per map). The barrels need to be physically moved to you… T.co

Feb 15 2018

RT @Killing_Horizon: Testing "instanced" resource barrel rendering - 8000 resource barrels in a floating matrix in the sky :-)… T.co

Feb 13 2018

RT @Killing_Horizon: Procedural fences now placed around the energy outposts (20 per map) going to add an entrance, then fill with barre… T.co

Feb 12 2018

RT @Killing_Horizon: Update on fence and wall rendering. Added posts/columns. Extrusion of geometry along an arbitrary spline curve/poin… T.co

Feb 9 2018

RT @Killing_Horizon: Forgot I had coded flashlights into the game engine. 10 dynamic lights per surface, on interiors. #KillingHorizonT.co

Jan 22 2018

RT @Killing_Horizon: Another quick video of the guards/NPCs around the base saluting your controlled solider. #RTS #FPS #HybridT.co

Jan 21 2018

RT @Killing_Horizon: Added a bunch of guards/NPCs around the base, they salute you when you walk by. #KillingHorizon #GameDevelopmentT.co

Jan 21 2018

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