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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
Languages
C++
98.8%
C
1.2%