Yay for dynamic textures.
Yay for awesome slowness.
Yay for 20000 sprites managing to run above 1 fps.
Speed demoning: Well considering there are multiple pixel shaders, a stencil buffer and dynamic texture updates I'm amazed it runs at all.
Textures: I've made great progress with this thing lately, notably the dynamic texture updating. It now can now specify dynamic textures if the hardware supports it, and if not, the textures will be created using the managed textures. Both types can be dynamically updated. The result can be seen in the image above with the 'snow' effect (looks neat, like a crappy TV, when it's running).
In other areas: I've fixed up a shit load of serialization functionality. Now fonts, sprites, images and shaders can be (de)serialized and use a common interface to do so. This is to prepare for the implementation of a virtual file system. All objects can now be read from a file, embedded resource or stream. Objects can also be saved to a stream or file.
I estimate by 2162 I should have something ready for the public.