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Stone Leaf Studios | Growing Rock Solid Games

Darr; Skip to Main Content. Custom Game Engine vs Unity. March 28, 2015. 1 Comment ↓. I had previously attempted to write my own DirectX 11 engine back in April last year, using SharpDX in C#, but for whatever reason I stopped. However, this is what I went back to after leaving Unity and haven’t stopped working on it since. Almost all of my free time goes into working on my game engine. Here are a list of the features it has after around 3 months of “spare-time” work on it:. Full DX11 shader support.

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Stone Leaf Studios | Growing Rock Solid Games | stoneleafstudios.com Reviews
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Darr; Skip to Main Content. Custom Game Engine vs Unity. March 28, 2015. 1 Comment ↓. I had previously attempted to write my own DirectX 11 engine back in April last year, using SharpDX in C#, but for whatever reason I stopped. However, this is what I went back to after leaving Unity and haven’t stopped working on it since. Almost all of my free time goes into working on my game engine. Here are a list of the features it has after around 3 months of “spare-time” work on it:. Full DX11 shader support.
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1 games
2 fizz filler
3 physworks
4 posted on
5 syncaidius
6 mdash;
7 multi threaded content management
8 deferred renderer
9 client server networking integration
10 lidgren
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games,fizz filler,physworks,posted on,syncaidius,mdash;,multi threaded content management,deferred renderer,client server networking integration,lidgren,full audio playback,shakes fist*,basic scene graph system,ui system editor,model viewer/editor tool
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Stone Leaf Studios | Growing Rock Solid Games | stoneleafstudios.com Reviews

https://stoneleafstudios.com

Darr; Skip to Main Content. Custom Game Engine vs Unity. March 28, 2015. 1 Comment ↓. I had previously attempted to write my own DirectX 11 engine back in April last year, using SharpDX in C#, but for whatever reason I stopped. However, this is what I went back to after leaving Unity and haven’t stopped working on it since. Almost all of my free time goes into working on my game engine. Here are a list of the features it has after around 3 months of “spare-time” work on it:. Full DX11 shader support.

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Fizz Filler - Stone Leaf Studios

http://stoneleafstudios.com/games/fizzfiller

Your goal is to become the biggest fizzy drinks maker in the world! Fill drinks by tapping on them. Filled drinks earn coins once they reach the processing machine at the end of each conveyor. Spend your hard-earned coins on upgrades for your drink production line to help make even more money! Hard Mode - Starting with just a single conveyor, earn your way to the top of production by upgrading each conveyor seperately as you increase your wealth! 2013 - 2016 Stone Leaf Studios.

2

Stone Leaf Studios

http://stoneleafstudios.com/physworks.php

Physworks is a physics-based puzzle/building game which combines elements from games like The Incredible Machine with tile-based construction and sandbox gameplay. It includes over 70 mind bending levels to complete. Progressing through the game will unlock more than 60 objects to aid you in later levels, or to incorporate into your own levels in sandbox mode! A Vibriant art style paired with fun gameplay mechanics. Over 70 levels - most have multiple ways to complete them. Wiring and logic-gate system.

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Stone Leaf Studios | Growing Rock Solid Games

Darr; Skip to Main Content. Custom Game Engine vs Unity. March 28, 2015. 1 Comment ↓. I had previously attempted to write my own DirectX 11 engine back in April last year, using SharpDX in C#, but for whatever reason I stopped. However, this is what I went back to after leaving Unity and haven’t stopped working on it since. Almost all of my free time goes into working on my game engine. Here are a list of the features it has after around 3 months of “spare-time” work on it:. Full DX11 shader support.

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