SDXM Snowy Demo

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.

Hello World with QPainter

This is the most basic of basic tutorials when it comes to computer programming. It is virtually done to death. The basic idea is for you as the programmer to be able to send a message to the computer and have it return the message to you as output. Originally, this would be done via command-line or command-prompt, a scary black void of an interface. So in this case, I’ll show you how to actually engage the user by hooking into the default GUI mainWindow. Continue reading “Hello World with QPainter”