I'd strongly reccomend the .b3d format. as it supports everything a game requires(It was designed with games in mind)
Check out www.blitzmax.com for specs. or alternately check out Synth3d for a loader I wrote. (Feel free to nick the code without crediting me)
Search found 275 matches
- Thu Sep 07, 2006 2:20 pm
- Forum: PSP Development
- Topic: which is the pastest 3D model to render?
- Replies: 3
- Views: 2334
- Mon Sep 04, 2006 4:59 pm
- Forum: General Discussion
- Topic: Synthesis 3DMax (Formaly Raptor 3D) Commercial pc version.
- Replies: 20
- Views: 19013
Hi, Just a quick note to say the commercial pc versions of raptor(Now synthesis 3dmax) has been released for the price of 25 dollars. Just to be clear, the psp version will remain freeware, but if you'd like to be able to quickly test your code on pc/mac/lniux you might like to consider the commerci...
- Tue Aug 29, 2006 3:39 am
- Forum: PSP Development
- Topic: Writing for multiple platforms?
- Replies: 6
- Views: 4575
I was too eager to see the game running on a pc, so I hard coded a port of raptor etc using vc2005 express and it works fine now. runs about 50x slower than the psp though, which is odd seeing as i have a g5. Just reinstalling my gfx drivers to be sure i did install them when i re-installed windows....
- Mon Aug 28, 2006 5:19 am
- Forum: PSP Development
- Topic: Writing for multiple platforms?
- Replies: 6
- Views: 4575
- Mon Aug 28, 2006 12:11 am
- Forum: PSP Development
- Topic: Writing for multiple platforms?
- Replies: 6
- Views: 4575
Writing for multiple platforms?
I'm just wondering, how easy would it be to have a project compile simultaniously (Either through one or two make calls) for both psp and pc? The codebase, is farly platform indepedent. Using glut to create the psp window, so to get to run on the pc i just need to write some input code probably usin...
- Fri Aug 18, 2006 11:39 pm
- Forum: PSP Development
- Topic: Pvf(PspVideoFormat) Encoder/Playback library.
- Replies: 20
- Views: 12890
No I'm afraid I won't be releasing it. I'm happy for you include it luaplayer, but I don't know much about that guy's 2d library, never seen it before or even know where to get it.(I've only used luaplayer briefly to try out some demos) But as long as it can display a raw buffer in rgb format (1 byt...
- Fri Aug 18, 2006 5:55 pm
- Forum: PSP Development
- Topic: GU_TRANSFORM_2D Question -- never mind --
- Replies: 4
- Views: 3097
- Fri Aug 18, 2006 12:27 am
- Forum: General Discussion
- Topic: Synthesis 3DMax (Formaly Raptor 3D) Commercial pc version.
- Replies: 20
- Views: 19013
- Mon Aug 14, 2006 3:31 am
- Forum: General Discussion
- Topic: Synthesis 3DMax (Formaly Raptor 3D) Commercial pc version.
- Replies: 20
- Views: 19013
Here is alpha 4, dedicated to QJ net for mirroring all my releases :) http://www.savefile.com/files/9564904 Some of the new features/improvements include, -Infinitely faster animation system. Optimized to the absolute brink, the previous demo which ran at 21fps now runs at over 60fps (How much over ...
- Sun Aug 13, 2006 4:31 am
- Forum: PSP Development
- Topic: ASM in C program? Include it externally? Some info plz?
- Replies: 27
- Views: 20119
- Sun Aug 13, 2006 2:42 am
- Forum: PSP Development
- Topic: PMP VLC 0.0.9 Player
- Replies: 578
- Views: 1023143
I'll give the firewall ago but I don't think it's that either tbh, since it already asked me if I wanted to unblock it. (unless there are other layers of security that need to be set manually) and yep, well not page not found, the usual 'you have tried to connect to 'blah blah' which is unavliable' ...
- Sat Aug 12, 2006 11:36 pm
- Forum: PSP Development
- Topic: PMP VLC 0.0.9 Player
- Replies: 578
- Views: 1023143
- Sat Aug 12, 2006 10:15 pm
- Forum: General Discussion
- Topic: libmng
- Replies: 1
- Views: 2558
- Sat Aug 12, 2006 4:37 am
- Forum: PSP Development
- Topic: ASM in C program? Include it externally? Some info plz?
- Replies: 27
- Views: 20119
- Sat Aug 12, 2006 4:35 am
- Forum: PSP Development
- Topic: Problem with a genuine randomizer
- Replies: 27
- Views: 10402
- Sat Aug 12, 2006 3:56 am
- Forum: PSP Development
- Topic: Problem with a genuine randomizer
- Replies: 27
- Views: 10402
- Sat Aug 12, 2006 3:53 am
- Forum: PSP Development
- Topic: PMP VLC 0.0.9 Player
- Replies: 578
- Views: 1023143
Running into problems getting this to work. I've set up the ini, added the port to my router port forwarding list, and on starting the psp app and hitting right trigger, it connects perfectly, but when I hit select and goto video, it only lists the sole mp4 file i placed as told to in the instructio...
- Thu Aug 10, 2006 4:20 am
- Forum: PSP Development
- Topic: Very wierd program behaviour - Compiler bugs?
- Replies: 9
- Views: 4922
- Wed Aug 09, 2006 10:47 pm
- Forum: PSP Development
- Topic: Very wierd program behaviour - Compiler bugs?
- Replies: 9
- Views: 4922
You maybe right, although I managed to locate the source of the problem. JPEG textures. I kludged my b3d loader to use the bmp loader when finding jpegs, and replaced zombie.jpg with a bmp by the same name, and now it works fine. So it appears either the jpeg library is broken, or I've made a mistak...
- Wed Aug 09, 2006 8:24 pm
- Forum: PSP Development
- Topic: Makefile error including SDL - [NOT RESOLVED]
- Replies: 8
- Views: 6033
- Wed Aug 09, 2006 8:21 pm
- Forum: PSP Development
- Topic: Very wierd program behaviour - Compiler bugs?
- Replies: 9
- Views: 4922
Nah search the forums, there are quite a few cases of people with usb1.1 having problems with osolink. I did try it, compiled all the pc side apps etc, but as soon as it connects it trashes the usb connection and I have to reboot the pc to use usb again. As for overrunning an array etc, I doubt it a...
- Wed Aug 09, 2006 7:53 pm
- Forum: PSP Development
- Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
- Replies: 25
- Views: 15065
So I was Right Jim. :) (Aside from vfpu which is not something I'm going to tackle just yet. Too many other bugs to sniff out) Tbh I didn't expect indirections to cause much slowdown..not unless psp differ vastly from pcs. Which I guess it does but still. Sib, thanks for the tip. I'm gonna leave it ...
- Wed Aug 09, 2006 7:47 pm
- Forum: PSP Development
- Topic: Very wierd program behaviour - Compiler bugs?
- Replies: 9
- Views: 4922
Ah if only, psplink doesn't work for me. I think because my pc has usb1.1 instead of 2.0. So it could be pointers causing the problem huh? Have to admit I don't like the idea of replacing my pointers..In fact I don't even think I could, not without major major redesigns and going back to C which is ...
- Wed Aug 09, 2006 7:43 pm
- Forum: PSP Development
- Topic: Very wierd program behaviour - Compiler bugs?
- Replies: 9
- Views: 4922
- Wed Aug 09, 2006 7:22 pm
- Forum: PSP Development
- Topic: Very wierd program behaviour - Compiler bugs?
- Replies: 9
- Views: 4922
Very wierd program behaviour - Compiler bugs?
Hi, I'm experiencing very wierd behaviour in my C++ psp app. (Raptor) For example if I do this, ParticleEngine * pe = new ParticleEngine( NULL,1000 ); it runs fine. I can see my particles on screen and it does not crash. But if I change it to this, Texture *ftex = new Texture(...
- Wed Aug 09, 2006 2:36 am
- Forum: PSP Development
- Topic: Stencil buffer shadows
- Replies: 2
- Views: 2642
- Wed Aug 09, 2006 2:32 am
- Forum: PSP Development
- Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
- Replies: 25
- Views: 15065
I dont use a vsync though, that's whats wierd. I even tried using a single buffer with no backbuffer but then I just got a blank screen. I just glClear to cls, and glutSwapBuffers. or glSwapbuffers. I suppose the vsync is being done by pspgl then? As for matrices, I did unroll everything. It's just ...
- Wed Aug 09, 2006 2:29 am
- Forum: PSP Development
- Topic: Makefile error including SDL - [NOT RESOLVED]
- Replies: 8
- Views: 6033
- Tue Aug 08, 2006 11:59 pm
- Forum: PSP Development
- Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
- Replies: 25
- Views: 15065
You see Jim, I told you there were still ways to optimize it further. :P I've toyed with using asm, but I'm just not good enough with it tbh. I need to put some time aside to do some asm tests and get familar with the psp cpu. I was making some nice progress on the ps2 asm side then I got the psp an...
- Tue Aug 08, 2006 4:44 am
- Forum: PSP Development
- Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
- Replies: 25
- Views: 15065