pstudio
Thanks. Yea, an enormous amount of work has gone into the SDK. It's been evolving now for more than 10+ years. It represent solutions to all the different problems and circumstances I've dealt with in game development. The engine started back in 1994 as a high speed blitting library for Turbo/Borland Pascal and used Mode 13h (remember that graphics mode. *sigh* that sure does take me back). I've been enhancing it all these years with each new project I've release (or worked on but never finished). As I would run into a new problem and solve it, I then would try and generalize it and add it to the SDK. So, indeed lots of work and now as result, proven solutions that you can take advantage of that "just works." There have been several forks over the years that included a 3D version first using OpenGL then DirectX8. The 3D version was developed when I worked on an unfinished 3D space combat game.

The first shareware game that I released that used the SDK was Astro3D, followed by Astro3D II and Xarlor. A3D1 was 32bit DOS mode 13h and A3D2 and Xarlor used Windows version of the SDK. Man, those were the good old days when I was learning about all this stuff. Forgetting to init your pointer and rebooting your computer because your now trying to write to invalid memory. In fact back in the DOS days, I made a routine called GV_Reboot that did just that, wrote to null pointer and would reboot your system. Hehe. Those where the days. Around 2000 I started working on what would eventually become pyroENGINE. The first project that I released using this new code base was a 2D space combat game called FreeStrike. The prior 3D game I was working was taking way too long to finish so I decided to make some smaller 2D games that I could actually finish in a reasonable amount of time. So I worked on a framework that would allow me to do this where I could make 3-4 games a year before I had to do a major overhaul on the engine. In order to do this, I would need all the features in the SDK to be ready and working where I could concentrate on making the game.

arthurprs
I understand what you mean. I am the same too. The nice thing about PESDK is that it is both low and high level. They are designed to work together, but if you need to just establish the graphics mode and render some textures you can do this. If you want high level objects in your game world with your own entity types, you can just derived your class from TPEActor and implement it yourself. The is the great flexibility that is offered. You can use as much or as little as you like. You want to implement your own collision detection, no problem, just override the Overlap and Collision virtual methods, which is how I've implemented the offered collision system. Overlap check for radius overlap, then Collision calls the PolyPoint collision routines. Very robust in that you can use the SDK the way that you feel most comfortable with. Again, all those years of development with careful thought about implementation is the result.

About the license: you can use it free of charge in your freeware projects and a commercial license is required for any project that you make money from. I am a big believer in high quality, affordable development tools so the commercial license will be very affordable. The final price has not been set, but in the range of $14.95-$19.95US for the 1.x version, no royalties. This way, you use the SDK as long as you desire to see if it meets your needs up to the point where you're ready to ship your product and for a small fee you can go to commercial.

NecroDOME
I will post some screen shots soon. In the meantime the SDK has pre-compiled examples that you can run right away.