1. The FSE is the result of about 2 years of programming in Java, C++ and openGL. I've redesigned the engine about 5 times now. But never completing it.
    Today, I've done just that.


    Some but not all features are:
    1. A super fast renderer, abstracting away all of the OpenGL, you can draw 100 sprites with 3 lines of code Sprites, sprite sheets, animations and opacity are some of the things you can do with the renerer.
    2. Simple, lightweight distribution. You can export your project, and there you go. That's it, the game is done.
    3. Map parser allowing you to create massive game world with entities and sounds without any slowdown.
    4. No royalties, this engine is a community engine, so long as you mention is was made by me.
    5. Intuitive Gui system. Animated buttons, text input and panels.
    6. Easy 3D sound system using openAL.

    And many, many more features.
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Twitter

Latest tweets from @spudexception

Got a nice system for vertex arrays in opengl which acts like the D3D11 Vertex buffer system. #indiedev #gamedevT.co

3hours ago

Just updated SpudWindow to include settings for debug context and VSync. #indiedev #gamedev #programming #opensource Github.com

Jul 22 2017

Got persistent mapping with index buffers working, preforming well. Time to mess with Multidraw.… T.co

Jul 22 2017

RT @PrimEcho_Dan: "International Backlash" LMAO! #CatPeopleAreGoodPeople #CatsofTwitter T.co

Jul 21 2017

Decided to open-source my windowing system for the craic: Github.com #indiedev #gamedev #opensource #lwjgl

Jul 21 2017

Gunna take a break from the spudengine to practice #unity3d for the #ludumdare next week. #indiedev #gamedev

Jul 19 2017

Fiddling about with multi draw indirect a little bit. #indiedev #gamedev #programming #opengl

Jul 17 2017

Well, have a windowing system up and running on GLFW, nothing too special, time to push as many frames as possible with #opengl #indiedev

Jul 15 2017

Finally, got peristant mapping working! Went from ~140fps with bufferSubData to ~250fps with 2 triangles. #indiedevT.co

Jul 12 2017

Just started work on the SpudEngine, focusing on #vulkan, tried out #dx12 and honestly, it's shit. #programming #indiedev #gamedev

Jul 10 2017

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