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RXDK Demo Visual Test App

A lightweight RXDK-based demo application for the original Xbox, focused on rendering visuals and testing input-driven UI logic without relying on the official Microsoft XDK.

This project is intended for experimentation, prototyping, and learning within the RXDK environment.

Features

  • Custom rendering pipeline using xgraphics
  • Button-mapped actions (no mouse / no virtual cursors)
  • Designed for deterministic rendering (no dynamic allocations per frame)

RXDK Demos

  • IntroScene - Opening title/logo sequence (new)
  • ChromeScene - DOT3 bump-mapped sphere with per-frame normal animation and cubemap reflection
  • PlasmaScene - Fullscreen animated plasma effect with swirling color patterns and camera drift
  • BallScene - Physics demo with bouncing balls on a perspective grid floor, featuring squash/stretch deformation and multiple materials (rubber, chrome, glass, plasma) [New Look]
  • RingScene - Animated ring/torus geometry effects
  • GlassScene - Stained glass-inspired scene showing off CPU-based vertex shading and DOT3 PS shading.
  • GalaxyScene - Procedural space scene with stars, nebulae, and dust particles with stats overlay
  • CrystalScene - GPU-intensive cave grotto filled with luminous hex crystal formations, rendered with multi-pass DOT3 bump mapping and cubemap reflections.
  • VURXDKScene - Large wireframe "RXDK" letters with music-reactive VU meter fills
  • XScene - Xbox logo visualization
  • CubeScene - Spinning cube with Matrix-style "RXDK" text rain on all 6 faces
  • CubeEnvScene - A spinning cube with environment mapping and an Xbox-themed space background
  • DripScene - Interactive water ripple simulation with multi-layer shading, rain mode, and realistic physics
  • MazeScene - A cel-shaded Windows 95-like maze
  • PostFXScene - A CRT signal corruption sequence: stable BIOS display progressively consumed by scanline interference, sync tears, chromatic aberration, barrel warp, and phosphor burn, collapsing to a dying horizontal line.
  • Credits - Star Wars-style scrolling credits with perspective and color-coded shoutouts
  • CityScene - Animated cityscape/skyline scene

Constraints / Design Notes

  • No per-frame heap allocation
  • Z-buffer disabled for predictable visuals
  • Built to run cleanly on real hardware and emulators

Build Requirements

  • RXDK toolchain
  • Compatible C++ compiler for RXDK
  • Standard RXDK libraries (xtl, xgraphics, xboxkrnl, libcmtd, xapilibd, d3d8d, d3dx8d, xapilib, d3d8, d3dx8, xgraphicsd, dsound)

Usage

  • Build the project using RXDK
  • Deploy the resulting XBE to an original Xbox or compatible emulator
  • Navigate using a standard Xbox controller

Controls

Global

  • A: Skip Scene
  • B: Exit to Dashboard
  • Start: Play / Pause Music

Menu

  • Back: Enters / Exits menu
  • D-Pad: navigation
  • A: Selects item
  • B: Back

Per Scene:

BallScene

  • X: Spawn
  • Y: Material Change

DripScene

  • Y: Enable / Disable rain effect

Purpose

This demo serves as a foundation for:

  • Visual experiments
  • Input handling
  • Future expansion into full applications

It is not intended to be a full engine or production-ready framework.


By: Darkone83 x Team Resurgent

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