A little bit late with the updates and posting an older video update, but we’re not at just 320,000 polygons anymore. I can easily draw 2,000,000 polygons per second now. But it’ll drop all the way down averaging around 20 to 25 frames per second. But it still runs buttery smooth. Of course, it’s not production ready yet, meaning I won’t be starting the actual game project anytime soon until there is ZERO crashes. And this sumbitch crashes. LOL
Tag: kit
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SDXM Qt 2D Game Engine Image Distortion + 3000 sprites + Other Features Demo
Another step forward for SDXM, my 2D game engine being built with Qt and c++. There is now functioning, gimmicky image distortion, and so far the effects are: water, spiral, and pixelate (more coming). You can observe the background in this video. Possible usage is for underwater levels where the effect can be applied to the frame buffer, transitions between stages, or other fancy 2D gimmicks. (more…)
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Tears of Steel: Blender Project Mango Open Source Film Release Date
News about the upcoming premiere of Blender’s latest short film, “Tears of Steel”. (more…)
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Qt 2D Game Engine: Getting Started
Let me explain the bare minimum concepts behind getting your first 2D game engine up and running in Nokia’s Qt envirnoment. (more…)
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Scrolling Game Development Kit/BMDXCtls patch for Widescreen Monitors
Here we go:
http://www.eastfist.com/sgdkBMDXCtlsPatch.html
Ancient in digital trend years, but still VERY functional in Windows XP and Vista. By adding a few more lines of code to the drawing engine, SGDK games will display correctly on widescreen monitors. (more…)

