[Question] AABB/Plane intersection PS1 interpretation
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NITROYUASH Verified
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[Question] AABB/Plane intersection PS1 interpretation
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Last edited by NITROYUASH on October 20th, 2019, 10:46 pm, edited 1 time in total.
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Administrator Verified
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If you want, we can run this on my DTL-H2000 and fire up the SN Systems debugger to watch all variables in real-time as they update as well as step though the program one clock cycle at a time to make sure all values are what they should be calculated as.
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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NITROYUASH Verified
- Extreme PSXDEV User
- Posts: 127
- Joined: January 7th, 2018, 12:03 am
- I am a: Game Designer
- PlayStation Model: SCPH-7502
- Contact:
Write to me in PM what you need for this and I will send it. 

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