Finally, more than seven years after the last OpenXDK release, this blog was opened. It contains all posts, articles and tutorials previously made on this project’s official website, dating back to 2002.
This site is mainly meant to be an archive, so don’t expect to see new content in the future. (If you’re looking for some nostalgia, the old version of this website is still online, too.)
If you are interested in contributing or contacting the project developers, please use our SourceForge page.
Oh, and by the way: You might also check out nxdk, which is a revitalization of OpenXDK. You can browse their Github repository over at https://github.com/xqemu/nxdk.
Already in December 2006, openxdkman has released pbKit, a project aimed at bringing graphic hardware acceleration to OpenXDK. This is indeed great news. Check out this topic over at Xbox-Scene.
Here’s his changelog:
Currently improving Cg pixel shader support (learning fog, phong, bumpmap, complex lighting)
In progress : Demo 03 - ? (Dunno yet. Large choice... Plenty of colors this time, I promise!)
Released : Demo 02 - AntiAliased Pong (PS, VS, Full screen AntiAliasing, Texture mapping)
Released : Demo 01 - Hardware accelerated Pong (Push buffer DMA engine + rectangle fill)
20070203 Pixel shader support improved. DMA BitBlt support added (see 2nd demo update).
20070129 Demo 02 - "AntiAliased Pong" released! pbKit fully supports Cg vertex shaders!
20070127 pbKit and "nouveau" project are now officialy connected (shared nv20 constants).
(see archivelog for older changes)
(not in charge of openxdk library, just an openxdk library user)
We have since added pbKit and some demos to our SourceForge download repository: https://sourceforge.net/projects/openxdk/files/pbKit/pbKit/