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| Development Status
3 - Alpha Resource is in early development, and probably incomplete and/or extremely buggy.
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Name |
Description |
Subprojects | | adam | As graphics hardware becomes faster, real time applications are starting to use high end production techniques, such as higher order surfaces, and procedural shading. Simlarlary users of production renderers are looking to use graphics acceleration, withouth compromising quality.
Adam is an attempt to produce a renderer which explores these converging areas of interest. It is based on the angel renderer (www.dctsystems.freeserve.co.uk), but is severely optimised to make use of the PS2 hardware.
It is RenderMan compatable.
| None |
| Audio Engine | Audio Engine is a API that allows the user to call simple functions such as 'PlaySound' to add sound effects to their projects. Allows upto 16 voices to play at once, each voice having it's own volume and left/right settings.
As the API grows, things such as effects like low/high passes, reverb, echo etc will be added based on what users would like. | None |
| KISS Renderer | The KISS (Keep It Simple, Stupid) renderer is a basic Path 1 rendering library built on top of SPS2 and intmdloader. It supports backface culling, trivial clipping and a simple parallel/ambient lighting model. A set of functions are supplied for uploading VU1 microcode, geometry and texture data. The library could be used as the basis for a game engine, or as sample code when developing your own renderer. | None |
| Lunar Lander | Lunar Lander is a fun little 2D game based on realistic Newtonian physics. Thrust, acceleration and fuel mass loss are accurately modelled based on the actual specifications of the lander. The object of the game is to guide the lander to a safe touchdown while battling the relentless force of gravity.
I am using the SDL and SDL_mixer libraries to provide 2D graphics, sound and music. | None |
| Native | Enables kernel mode PlayStation® 2 development, so applications may take full advantage of the PlayStation® 2 high performance graphics hardware. | None |
| obj2dsm - make ps2linux samples .dsm | obj2dsm is a conversion utilitie.
convert wavefront .obj 3d files to vu assembly .dsm files.
support stripped format. | None |
| PlayStation IDE for Windows | PSXIDE codenamed 'KONDEV' has arrived, well at least a snapshot of my development and associated documentation that I have done.
KONDEV is (will be) the ultimate in console development so you can develop for consoles like the PlayStation, PlayStation2 (Native or Linux based), Nintendo64, GameCube, XBox, PC (Windows and Linux) you get EVERYTHING you need including editors, debugger, emulator, compilers, docs, libaries, tools. Oh yeah AND THE SOURCE CODE.
Contained in the zip file is the following :
Windows Binary of the IDE
Windows Dynamic/Static Libraries for the Emulator (YES!)
Windows Dynamic/Static Libraries for the Debugger
Various tools, work in progress
The source code to the LOT of it
The new home for KonDev here.
| None |
| Recursive 3-D Ray Tracing Program | RayTracing creates a two dimesional near-photorealistic picture of a three-dimensional scene. Combining scenes (frames) simple animations are also produced.
It takes an ASCII description file (*.rt) and "scans" the scene using the "Ray Tracing" techinque: the scene is projected from the viewer to the scene.
Understanding how this program works is very helpful in the learning process required to take advantage of the Ps2 3D graphics library. You learn why textures (materials) are needed, how lamps an thier position affect the coloring of the objects, reflection, transparency, etc.
The code is based on a PC MS-DOS 16bit code written by Christopher D. Watkins, as part of the Book "Programming in 3 Dimensions" ISBN 1-55851-220-9. This book is out of print.
The render quality is very good, but the performance (speed) is terrible. All output is painted on the screen using the POINT primitive.
Several description files are provided, including metalic bouncing balls, Waves, DNA molecule, engine, a pool table, a simple robot, etc.
New versions should make a better using of PS2 graphics and math libraries (to improve performance). | None |
| Sauce's Visual VU Debugger | Sauce's Visual VU Debugger (svvudb for short) is a graphical debugger for the vector units. It has an interface that you view on your PC while you execute code on the PS2. This is an X-Windows interface for the PS2, for a PC running linux, as well as a native Windows interface for a PC running Windows. If you're developing VU code that's not targetted towards graphics, you could also run X on your PS2 and use this to debug the code.
The debugger supports both VU0 and VU1.
Some of the debugger's features:
- It allows you to debug UNMODIFIED applications as they run.
- It allows you to, from the command prompt, load up code and data and debug it.
- It allows you to browse all the VU registers and modify most of them when the program is suspended.
- It allows you to view and modify the contents of the VU memory.
- It allows you to single-step through the code or set specific breakpoints.
- With very simple changes to your code, the debugger can be triggered at the developer's will. This is useful when debugging a specific bit of code that may not necessarily be loaded when the debugger is started up.
- When the debugger is not running, applications run at full speed. With the debugger running, applications run at full speed except when suspended by breakpoints.
Future features for this project are top secret.
Please visit http://terratron.com/ps2linux/ for more screen shots.
Enjoy! | None |
| SPS2 - Direct PS2 Access Environment | The sps2 project is home to utilities that seek to maximize direct access to the PS2 hardware -- the DMAC, the VUs and the EE/GS registers -- within the linux kernel.
The approach taken by sps2 is one that requires no kernel modification (other than loading a kernel module) and does not permanently reserve any portion of the memory for DMA access at boot time.
This project is home to the module, the support libraries, and sample applications that use it.
A possible long-term goal for the project is to create an environment such that the same code can be compiled and run either within the linux kernel or directly on the RTE, hopefully maximizing the similarity between linux-based development and low-level development. | None |
| VU emulator | VU emu is an emulator for the PS2 VU1 vectorial unit developed in C++. The aim of the project is to be able to test small micro code routines and, once the code is safe, use it on the PS2.
If you have a PS2 Linux Kit you should forget this program and use Sauce's Visual VU Debugger. Sauces debugger is a powerful tool which perform a lot more functionality than VU emu. But for the rest of the people who does not have a Linux Kit this tool can be usefull. In fact I get involved in this project be cause I was tired of see how all the Linux Kit development tools like VCL are not distributed under open source.
This version is a very early beta of the product and it should contain dozens of bugs, I promise to debug it as soon as I can. I started this project as an 2 hours entertainment and, finally, I need more than three weeks to do this beta. I am a little feed up of this application so I do not test it deeply. Please, report any error found to m3ntol@yahoo.es in order to be fixed.Formula 1 | None |
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