LMP3D 3D Library for Dreamcast, PS2, PS1
Posted: April 30th, 2018, 1:36 am
Hello,I will talk here mainly about the PSX version.
This lib uses PSXSDK, I have not yet been tested on the real hardware, emulator indicates me between 2000-3200 triangles max (but I have not really optimized the rendered part).
It's an alpha version for the moment, you could not make a game with it.
I think I will do 4 functions for 2D :
-Sprite
-Sprite_Array
-Text
-TileMap
For the 3d, I think to put the animation by skeleton and some optimization like "Viewing frustum culling" and "Contribution culling" (it will be possible to enable/disable).
Screen :
LMP3D Demo:
https://www.youtube.com/watch?v=AEwg1k-KOf4
PSX Demo :
https://www.youtube.com/watch?v=GMi-hJxRsLU
As I mentioned on my last video, I have long had perspective bug using the GTE.
The code works on Windows, Linux, PS1 / PS2,DC.
For each platform I manage the appropriate conversions floating / fixed number, a small idea of what format is optimized for each platform:
PC: floating point number, index
PS1: fixed number, no index
PS2: fixed number, index + submesh
DC: floating point number, index
I create a converter (internal) that converts the images into the appropriate format, here are the recommended formats:
PS1, PS2: PCX
DC: PNG or VQ compressed
PC: PNG
For the PS1, I will advise to use textures of 128x256 in PCX format, it will put about 16 textures, you can put another image in 4bpp (for hud or other).
For 3D format, I use my own format, a converter exists here : https://github.com/Kannagi/BCMConvert
The source code : https://github.com/Kannagi/LMP3D
Thanks for reading me !
This lib uses PSXSDK, I have not yet been tested on the real hardware, emulator indicates me between 2000-3200 triangles max (but I have not really optimized the rendered part).
It's an alpha version for the moment, you could not make a game with it.
I think I will do 4 functions for 2D :
-Sprite
-Sprite_Array
-Text
-TileMap
For the 3d, I think to put the animation by skeleton and some optimization like "Viewing frustum culling" and "Contribution culling" (it will be possible to enable/disable).
Screen :
LMP3D Demo:
https://www.youtube.com/watch?v=AEwg1k-KOf4
PSX Demo :
https://www.youtube.com/watch?v=GMi-hJxRsLU
As I mentioned on my last video, I have long had perspective bug using the GTE.
The code works on Windows, Linux, PS1 / PS2,DC.
For each platform I manage the appropriate conversions floating / fixed number, a small idea of what format is optimized for each platform:
PC: floating point number, index
PS1: fixed number, no index
PS2: fixed number, index + submesh
DC: floating point number, index
I create a converter (internal) that converts the images into the appropriate format, here are the recommended formats:
PS1, PS2: PCX
DC: PNG or VQ compressed
PC: PNG
For the PS1, I will advise to use textures of 128x256 in PCX format, it will put about 16 textures, you can put another image in 4bpp (for hud or other).
For 3D format, I use my own format, a converter exists here : https://github.com/Kannagi/BCMConvert
The source code : https://github.com/Kannagi/LMP3D
Thanks for reading me !