It’s starting to resemble something more familiar, innit?
Tag: sdxm
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SDXM Game Engine Update: 2,000,000 Polygons Per Second Confirmed!!!
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
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SDXM 3D Game Engine Progress LOL
Getting very good performance. Confident will get 30fps when it’s ready to run. Right now it’s only chewing on “simple” graphics.
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Qt SDXM Particle Demo
Not optimized, but it is a basic particle effect.
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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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Qt Real 3D Rotation Transformation Mode 7 F-Zero + No OpenGL + No DirectX
Oh, it only took years of research and learning… but here it be, the fruits of my labor… (more…)
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Saelee Deus Ex Machine (SDXM): A 2D Game Engine Features List
I’m getting a steady 33 frames per second and have tested on Windows XP, Vista, and 7! If you have Vista or Windows 7, you’ll be good to go. If you have Windows XP or previous versions of Windows, you might have to get the .Net Framework to run my application. Anyway, here’s a list of features I’m planning on implementing. (more…)

