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 !
LMP3D 3D Library for Dreamcast, PS2, PS1
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Shadow Verified
- Admin / PSXDEV
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- PlayStation Model: H2000/5502
- Discord: Shadow^PSXDEV
My gosh that is impressive. Excellent work! Can't wait to see how this progresses
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
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- Interested PSXDEV User
- Posts: 6
- Joined: Apr 30, 2018
- I am a: Retro-Programmer
- PlayStation Model: SCPH-7502
- Location: France
Thank you, I hope you will be a user of my new lib
Well, I have news since
I finally add my 2D functions, do 4 times the same code in a slightly different way is a bit painful.
This results in:
It took me a lot of time because I wanted to manage the 8bpp / 4bpp for each platform.
The Dreamcast is quite limited on this point, it only manages 1024 levels of color palette (say that the compression is not really at this level).
On PC 8bpp converted to RGBA (but if you use effects on the palette it will not work on PC ah ah xD).
I add the Backface culling on PS1, PC and Dreamcast.
On Dreamcast, there is no cross product in hardware, I made 2 inner products + subtraction :p
I hope to quickly finish the management of the Camera.
The 'Viewing frustum culling' will be easy to do, I already have my 3D box.
I have not updated for Github yet,I think I will compile the library for each platform, I will update the source code later.
So I think I'm close to a stable version, when it will be the case will remain that the Skeletal animation ^^
I made a video :
https://youtu.be/yobIrC6U320
Well, I have news since
I finally add my 2D functions, do 4 times the same code in a slightly different way is a bit painful.
This results in:
It took me a lot of time because I wanted to manage the 8bpp / 4bpp for each platform.
The Dreamcast is quite limited on this point, it only manages 1024 levels of color palette (say that the compression is not really at this level).
On PC 8bpp converted to RGBA (but if you use effects on the palette it will not work on PC ah ah xD).
I add the Backface culling on PS1, PC and Dreamcast.
On Dreamcast, there is no cross product in hardware, I made 2 inner products + subtraction :p
I hope to quickly finish the management of the Camera.
The 'Viewing frustum culling' will be easy to do, I already have my 3D box.
I have not updated for Github yet,I think I will compile the library for each platform, I will update the source code later.
So I think I'm close to a stable version, when it will be the case will remain that the Skeletal animation ^^
I made a video :
https://youtu.be/yobIrC6U320
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- Interested PSXDEV User
- Posts: 6
- Joined: Apr 30, 2018
- I am a: Retro-Programmer
- PlayStation Model: SCPH-7502
- Location: France
I was pretty busy, not big news (except that the code is cleaner and consistent), unfortunately I don't intend to advance the PS1 version because doing 3D on it is quite painful (matrix3x3, no Zbuffer, fixed point etc etc).
But if one of you has a little knowledge of 3D and uses PSXSDK then I would be happy to see you as a future contributor;)
This will allow me to focus on the Gamecube / Wii version ^^
But if one of you has a little knowledge of 3D and uses PSXSDK then I would be happy to see you as a future contributor;)
This will allow me to focus on the Gamecube / Wii version ^^
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LameGuy64 Verified
- Psy-Q Enthusiast
- Posts: 388
- Joined: Apr 10, 2013
- I am a: Hobbyist Game Developer
- Motto: Commercial or not, play it!
- PlayStation Model: H2000/7000
- Location: Philippines
- Contact:
I have a lot of experience regarding 3D graphics programming on the PS1 but I only work with the Programmers Tool/PsyQ SDK which I think you'd be too squeamish to use in your project. I've been occasionally tinkering with writing my own SDK based on GCC that has support for calling console BIOS functions and even wrote my own ELF to PS-EXE converter that doesn't suck (because PSXSDK's elf2exe never works for me) but I've been busy with other things.
Please don't forget to include my name if you share my work around. Credit where it is due.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.
DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.
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