So I went to the trouble of staging this demo on my newest “powerful” PC and presenting it to you in 4K so you can’t say it looks like shit. Even if it’s rendered at only 640×480. But it gives a very good idea what the final graphics might look like. Told y’all, PlayStation 2 quality. It’s coming…
Behold, Glorious 320×240 Resolution!
Here’s a demo that actually starting to resemble a video game. But it’s running at 320×240 and pushing about 10,000 triangles per frame per second. So I’m getting between 20 to 32 frames per second. The irony is the demo itself is captured at 60 fps and you can tell by how smooth it flows, which is how it looks live. I tried to capture it like how it plays in realtime.
SDXM 3D Engine Progress LOL
Been developing this thing for a long, long, long time in Qt c++, folks. It’s very fast and optimized. Can’t get vertex array buffering to work on the GPU, but whatevs. I know how to c++ and deal with pointers and memory management and shit, but Qt 4.8 does have it’s limitations. CPU is quite powerful anyway, giving promising results. 800,000 to 1,000,000 polygons per second isn’t that bad, folks. It’s still a long ways yet until production ready. But all the very basic elements are there.
32-bit Color Blending Hints
When you’re programming graphics, you’ll be dealing with color blending and pixels and bitmaps and images and pointers and scanlines and compression, alladat jazz. If you’re not fully trained, it could get quite overwhelming. If you want a super simplified explanation of graphics, it’s just a HUGE array of numbers. And an array itself is like a container, a piece of memory in your computer that stores all those numbers. Continue reading “32-bit Color Blending Hints”
Qt 4.8.5 c++ 3D Demo Update No OpenGL/DirectX Just Pure Qt
I had to abandon Qt 4.8.7 because it just doesn’t work on Windows 8 and later versions. So I reverted back to Qt 4.8.5 and had to rewrite EVERYTHING. But it works now and maybe even better. Shorter code and faster runtime. Might have to do with learning better tricks. But check it out!
Fixing Windows 10 Aspect Ratio Scaling Problem For Lower Resolution Display
You may notice if you’re still deploying applications using resolutions less than 800x600x72dpi on Windows 10 that the autoscaling for the aspect ratio might be wonky. That’s because all these new fancy operating systems are trying to cater to ultra high resolution/density screens these days, and if you’re building an old-fashion 2D game engine that doesn’t require too much screen resolution, the final output might be thrown off a bit. Sometimes it’s just the graphics card, but in Windows 10 case, it seems it’s built into the operating system. Anyway, this is how I “fixed” it.

Continue reading “Fixing Windows 10 Aspect Ratio Scaling Problem For Lower Resolution Display”
Qt 2D Game Prototype Demos SDXM
Here are some functioning pure Qt 2D game prototypes I’ve created as a foundation for my 2D game engine SDXM. Continue reading “Qt 2D Game Prototype Demos SDXM”