|
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 |
| Advanced SPS2 Demos | This project contains various demos, effects and everything that may cross our minds and it's cool.
Related projects:
SPS2, SPS2Demo | None |
| EffecTV for PS2 | "EffecTV" is a real-time video effect processor.
You can enjoy movies, TV programs and any other video stream through the many amazing effects.
"EffecTV for PS2" is a specialized version for PlayStation2 Linux.
It uses the power of graphics processing of PlayStation2 to create
more amazing effect. | None |
| GDC 2002 Playstation 2 clipping | Presentation: Playstation 2 clipping using VU microcode ( GDC 2002 )
Implementation of a fast clipping renderer optimised for triangle strips.
Example of how to use the CLIP instruction in the vector unit. | None |
| GIF/VIF/DMAtag disassembler | Reads in a GIF/VIF/DMAtag from a file, and prints its contents to the screen, useful in debugging perhaps. Current beta can translate GIFtags and provide warnings for some errors that may be hard to catch (e.g. setting PRIM in REGLIST mode). No VIF/DMA support yet. Compatible with .dat files for VU competitions, and VU dumps from Sauce's modified harness | 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 |
| lesschess | This is a port from OpenGL to SPS2 of a simple, fast, 3D chessboard program. Not all of the chess moves are yet implemented, e.g. castling, and no checking for endgame situations (like checkmate or stalemate) is performed. However, it compiles and runs perfectly fine, and is perfect for those moments that you don't have a chessboard handy... | None |
| Old School Games with SPS2. | I will be rewriting some old games like Pong, Pacman, Breakout and Space Invaders for example.
The purpose is to create a few more examples of using the SPS2 library.
The code needs to be well commented so beginners can understand it.
This is more a tutorial than a rewrite of games, some files might even just be examples in stead of games.
All code, graphics and sound needs to be created from scratch so the games will not be identical to their originals.
The examples does require sps2 0.4.0 or later.
Please E-mail me with questions or suggestions.
bamse@playstation2-linux.com
Thanks to Steven "Sauce" Osman for writing the SPS2.
https://playstation2-linux.com/projects/sps2/
Thanks to Henry S Fortuna for the excellent Tutorial.
http://www.hsfortuna.pwp.blueyonder.co.uk/
/Bamse | None |
| OpenGL Stuff: sample OpenGL code | OpenGL example code and other OpenGL related stuff. If you would like to learn how to program graphics with OpenGL then, Checkout the examples here to learn how, starting with the basics in 2D graphics up to basic 3D graphics. (see http://www.OpenGL.org for more info about the language) | 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 |
| VU1 Microcode tutorials | If you want to enter a VU1 demo competition, like the amateur comp from 2003 (congrats to Kazan!) but have no idea how to get started, you need this microcode tutorial series!
Alternatively, if you just want to learn beginners VU coding without the hassle of integrating VU code with EE code, the VU harness might be just what you're looking for.
The on-line version has moved! It seems that my uklinux.net website has disappeared, so the VU tutorials are currently at my own site - http://paulsmith.is-a-geek.net/vututs/index.html. As a bonus, all of the separate chapters of the VU tuts are now available as PDF files - there is a link on each page. | None |
| VUC - VU Compiler | Compiler that translates a C like language to a VCL file that can be assembled to VU machine code. | None |
| VU Demo Coding Contest | VU Demos, harnesses and entries for past, present and future(!) VU Coding Contests.
| None |