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Thread: KohKae Engine

                  
   
  1. #21
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    *evil laugh in a stich/experiment 626 voice*

    God I love that movie (lilo & stich).

    Anyway, Basic ODE suport added. While nothing complex it's pretty much a cleaned up port of AT ODE test. Still need to add more suport but over all still works quite well.

    -- How to use --
    . Choose your Bios (1.0 or 1.5 folder) and copy to your psp.
    . Copy the Art folder to the root of the memory stick.
    . Run App
    . Press Square button ( up to 10 times at max ).

    :P Yeah it's basic but hey it works.

    -- Code Imp --
    {
    PhysicsODE myPWorld;
    myPWorld.InitPhysicsEngine( 10 );
    myPWorld.CreateObjectPlane( 0, 1, 0, 0 );

    while(1)
    {
    if( input )
    myPWorld.CreateObjectBox( 0, 30, -7, 0, 0, 0 );

    myPWorld.UpdateObjects( 0.05 );
    iloop = myPWorld.GetObjectCount();

    for( i = 0; i < iloop; i++ )
    {
    ScePspFMatrix4 myMat;
    myPWorld.GetWorldMatrix( &myMat, i );
    myCube.Render( &myMat );
    }
    }
    }

  2. #22
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    Oh minor note. I might change this

    ScePspFMatrix4 myMat;
    myPWorld.GetWorldMatrix( &myMat, i );
    myCube.Render( &myMat );

    to

    myCube.Render( &myPWorld.GetWorldMatrix( i ) );

    Just not sure atm.

    --edit--
    wee, must revise my code. create_plane is x,y,z,dist. :P

    ODE does not lable things well.

  3. #23

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    Nice work, looks like it's taking shape.
    FYI on the ODE front, I tried replacing sinf cosf etc with vfpu functions, but that didn't help much at all. My guess is that it could only be drastically improved by changing core parts to ASM, but I don't have the time nor the skills.
    Getting anything to run nicely in ODE on a limited system as the PSP is quite tricky, but the end results are rewarding.

  4. #24
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    Quote Originally Posted by AnonymousTipster
    Nice work, looks like it's taking shape.
    FYI on the ODE front, I tried replacing sinf cosf etc with vfpu functions, but that didn't help much at all. My guess is that it could only be drastically improved by changing core parts to ASM, but I don't have the time nor the skills.
    Getting anything to run nicely in ODE on a limited system as the PSP is quite tricky, but the end results are rewarding.
    Actualy that is why my ultimate goal is to write something from scrach specificaly for the VFPU. Its just that it would be another time consuming task I dont have enough time for atm. I will probably try it after the compo. There is a great book on physics programming I think its "Game physics for programmers" or something like that.

  5. #25
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    FUK,
    Finaly I got at3 playback. Just need to tweek and clean up the code. Rather happy now that it works.

    The only draw back is you must have a UMD in the drive that is 1.0 or 1.5 firmware + has the audiocodec & at3plus prx modules. Either way, I will code an easy way to manage this by having the code do a umd check & a prx search check (to see if it can find them). That way you can prompt the user on boot before continuing.

  6. #26
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    Can you not make a kernal mode version for 1.50?

  7. #27
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    Quote Originally Posted by $n!pR
    Can you not make a kernal mode version for 1.50?
    I'm having problems with it loading up. I'll try tweaking it later but I am not a fan of the idea of two seperate builds.

  8. #28

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    That's good that it's working, as it'll mean music playback takes no CPU time (it is run on the ME, right?).
    It would be good if you allowed the engine to either force the user to insert the UMD, or allow the user to deactivate the music if the game wants to allow that functionality.

  9. #29
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    How are we going to know if it has these PRX files?
    PSP Q3BSP Projekt: Here
    Iris Wiki Database: here
    Iris Game Info: Here
    Iris Addons: Here
    PSP File Shack: Here

  10. #30
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    The app with check to see if it has the PRX files

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