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Thread: KohKae Engine

                  
   
  1. #1
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    Default KohKae Engine

    Ok, kind of posting early but some already know i'm working on it.

    Anyways i realised a need for a reasonable engine for the psp that could be used to make projects in days not weeks. Everybody knows i've starting a new 3d beat-em up game but actualy i have not really coded anything still since it would be a mess to use Iris in its current forum.

    I know I am posting this a little early but I just recently started work this week and have started to put alot of focus behind it. The engine is going to be open source from the start. I plan to start posting some stuff soon in here. I would hopefuly like to see other coders contribute (but sadly atm there is only 1 other coder in atlantis besides me).

    Anyways here is a simple cube example i'm using to build the engine. The vertex list is actualy just the cube list from the pspsdk cube demo.

    int main(int argc, char* argv[])
    {
    //* Register Callbacks
    SystemInitCallbacks();

    //* Init Input
    SystemInitInput();

    //* Init Display
    SystemInitDisplay();

    int val = 0;
    TGAImage myImage[2];
    ObjectMesh myCube;

    //* Setup Texture
    TGALoadImage( &myImage[0], "./Art/mario_floor.tga" );
    TGALoadImage( &myImage[1], "./Art/mario_bg.tga" );

    //* Setup Mesh
    myCube.SetPrimitiveType( GU_TRIANGLES );
    myCube.SetVertexType( GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|G U_TRANSFORM_3D );
    myCube.LoadVertexs( vertices, 12*3, false );
    myCube.SetPosition( 0, 0, -2.5f );

    //* Validate an image was loaded
    if( myImage[0].pImageData && myImage[1].pImageData )
    {
    myCube.SetRenderStages( myImage, 2 );
    myCube.SetBlendMode( GU_ADD, GU_SRC_COLOR, GU_FIX, 0, 0x9f9f9f9f );
    }

    while( 1 )
    {
    SystemStartFrame();

    // setup matrices for cube
    sceGumMatrixMode(GU_PROJECTION);
    sceGumLoadIdentity();
    sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);

    sceGumMatrixMode(GU_VIEW);
    sceGumLoadIdentity();

    myCube.SetRotation( val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) );

    // draw cube
    myCube.SetPosition( -5.0f, 0, -5.5f );
    myCube.Render();

    myCube.SetPosition( 5.0f, 0, -5.5f );
    myCube.Render();

    SystemEndFrame();

    val++;
    }

    sceGuTerm();

    sceKernelExitGame();
    return 0;
    }
    As you can see above. Loading a simple TGA image is very simple as is applying 2 textures to a single geometry object. There is still much i'm trying to improve & as well make more flexable with out making things more complicated.

    -- Small note --
    So what is KohKae? Koh-Kae are a coated penut snack. Quite often found in asian markets. They are sadly tooo good to put down. I pretty much down a can at work in 3 days (stress at work don't help).

    http://www.koh-kae.com/kohkae.htm

  2. #2

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    Sounds like a good project. Especially if you're going to make it open source. I know a lot of people want to get into 3D programming, but find it very daunting; a good engine could smooth the transition.
    Personally, I prefer to use the .png format over .tga as it is smaller and I can save translucent .pngs (32-bit tga is only possible in Photoshop....which I don't have v_v )
    In the future I'd like to see support for 2D stuff as well, for HUDs and possibly flib for font rendering too.

    I think I've tried Koh-Kae before - they're quite nice.

    In unrelated talk: Does the VFPU require 1.5, or can it be used in 2.0+?

  3. #3
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    Default

    Lol I was wondering why I saw a folder named KohKae. For some reason though, the stupid make file don't work

  4. #4
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    Quote Originally Posted by AnonymousTipster
    Sounds like a good project. Especially if you're going to make it open source. I know a lot of people want to get into 3D programming, but find it very daunting; a good engine could smooth the transition.
    Personally, I prefer to use the .png format over .tga as it is smaller and I can save translucent .pngs (32-bit tga is only possible in Photoshop....which I don't have v_v )
    In the future I'd like to see support for 2D stuff as well, for HUDs and possibly flib for font rendering too.

    I think I've tried Koh-Kae before - they're quite nice.

    In unrelated talk: Does the VFPU require 1.5, or can it be used in 2.0+?
    Thats actualy another big reason I am doing this. So few are actualy trying to do something 3d on the psp. I want to make something that is simple for them to start with yet flexable enough they can accomplish things even far greater then my iris game.

    Regarding images. I just threw in TGA suport so I could have textures running with in a few hours. I am actualy going to rewrite a small base class for textures. So then anybody can write a main class for the prefered texture format and not have to worrie about it plugging into object classes. So eventualy the engine will be able to suport an array of formats ( in the near future I will add BMP & either PNG or JPG ).

    Regarding VFPU. Actualy my last public release of m64 used the VFPU GUM functions & nobody seem to have issues with it. So VFPU should work on any psp unit.

    --edit--
    One more note. I do plan to add in a clipping system so people wont have to worrie about this issue.

  5. #5

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    What are you going to do about loading models? It would be nice to have support for a generic format like ascii .obj rather than exporting it via Maya to some odd format.

  6. #6
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    Actualy I want to suport a few formats. I plan to add simple game formats as well like MD2 so people can use character models off the net, but I also want to try adding in things like max, waveformat obj, and other general formats.

    Pretty much want to add every thing I posibly can that would make development easier on a person.

    --edit--
    I heavly want to get a format in that uses bones as well.

    So there will be suport for both static meshes (world geometry) & Animated meshes (characters, interactive objects, ...).

  7. #7

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    Sounds cool. A lot of work though.
    Good luck ^_^

  8. #8
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    Yep

    I heavly look forward to when i add ODE tho.

  9. #9

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    Yeah, including the physics engine is a great part. It reverts you back to the mental age of a child though - all you want to do is throw blocks around! ^_^
    If you want the source to ThrottleX 0.2 then I can send it you, but it's not much help for anything other than car physics - the codes a mess. It's a little cleaner in 0.3, but it's a little more unstable due to the Editor code added in.
    My ODE sample is floating around the ps2dev.org forums somewhere, which is better to get a quick ODE environment set up.

  10. #10
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    Quote Originally Posted by AnonymousTipster
    Yeah, including the physics engine is a great part. It reverts you back to the mental age of a child though - all you want to do is throw blocks around! ^_^
    If you want the source to ThrottleX 0.2 then I can send it you, but it's not much help for anything other than car physics - the codes a mess. It's a little cleaner in 0.3, but it's a little more unstable due to the Editor code added in.
    My ODE sample is floating around the ps2dev.org forums somewhere, which is better to get a quick ODE environment set up.
    sure if you dont mind. I actualy have your ODE port at the moment. Just need more time to get though stuff before I add it in.

    --edit--
    Actualy attached below is the current engine. It's still in a very early state since I only just started on it this week and only have put in a good 4-6 hours so far.

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