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LTE's game engine

This is a discussion on LTE's game engine within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; The Game Engine that LTE studios made seems well enough for any programmer serious in doing some 3D homebrew. What ...

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Old 11-07-2007, 02:03 PM   #1


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The Game Engine that LTE studios made seems well enough for any programmer serious in doing some 3D homebrew. What homebrew programs have been made with it? It sounds easy enough to make you focus on the game logic instead of fussing around with things like physics and graphics rendering, so why haven't I heard a lot of buzz around it?
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Old 11-07-2007, 02:05 PM   #2

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I've never even heard about this. Have you got more info. on that?

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Old 11-07-2007, 02:09 PM   #3


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You can find info about them at ltestudios.com- This game engine (and a port of ODE for PSP) seem to be their only projects available for download.

I'm only wondering if many developers know about this and are using it to unlock the full potential of PSP homebrew games.
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Old 11-07-2007, 02:10 PM   #4

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http://www.ltestudios.com/
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Old 11-07-2007, 02:15 PM   #5

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I just found a gae using LTE that's been anounced here. On the fisrt posts people complain a bit about it being a bit slow

http://forums.qj.net/f-psp-homebrew-...dio-63924.html
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Old 11-07-2007, 03:31 PM   #6

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learning the LTD api is complicated. its not like what hobbyists program. We usually make a class or two, then use the classes. with LTD, youre literally replacing the GU with other calls. this involvles drivers, timers, etc. no doubt its easier once you get used to it, but getting used to it takes quite some time. (in my opinion.) right now, i want to learn more, so i like to write my own stuff. i dunno about it being slow. maybe cause the user is loading more stuff than he needs.
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Old 11-07-2007, 04:57 PM   #7


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I'd like to use their ODE port with my game but I don't know if it would really only work with their engine or if you can integrate it with your own framework.
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Old 11-07-2007, 05:06 PM   #8

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Quote:
Originally Posted by JustChris
I'd like to use their ODE port with my game but I don't know if it would really only work with their engine or if you can integrate it with your own framework.
ode port? i dont think its possible to use both, however, i haven tried, so feel free to try. it might work.
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Old 11-07-2007, 05:31 PM   #9

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The LTE is a port of Irrlicht. Look at Irrlicht if you need even more info. LTE is probably a little slow because it uses PSPGL underneath, not the GU directly.

You should be able to use the ODE port separately. I'd imagine it's the same port Anonymous_Tipster (or w/e his name is) ported a while back.
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Old 11-07-2007, 06:01 PM   #10

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Quote:
Originally Posted by Bronx
The LTE is a port of Irrlicht. Look at Irrlicht if you need even more info. LTE is probably a little slow because it uses PSPGL underneath, not the GU directly.

You should be able to use the ODE port separately. I'd imagine it's the same port Anonymous_Tipster (or w/e his name is) ported a while back.
ah, that racing library?

BTW, sup? long time. not on aim anymore?
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Old 11-07-2007, 06:25 PM   #11

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No grimfate...

LTE is a closed-source port of Irrlicht 1.0 (with a few features from 1.1) to the PSP using PSPGL. ODE has been ported to work with it as well (the ODE LTE implementation)

Quote:
Originally Posted by wiki irrlicht
Irrlicht supports 3D rendering via OpenGL, DirectX 8 and 9, and internal software rasterizers. External renderers can be written and plugged via a simple interface, giving rise to a community-made SDL video driver. The engine comes with a library of standard material renderers, allowing fallback materials where user hardware is unable to handle advanced techniques. New materials can be added to the engine at run-time, allowing users to write their own where required. In addition to legacy fixed-function pipeline materials, programmable Pixel and Vertex Shaders (1.1 to 3.0), ARB Fragment and Vertex Programs, HLSL and GLSL materials are supported.

The engine supports most common 3D mesh and image formats by default, and more have been written as external plugins. Lights, cameras and 3D objects are managed as a tree of 'Scene Nodes', arbitrary groupable entities which are responsible for their own behaviour. Nodes can be managed by generic animators, by each other, or manually by the user. A large number of built-in node types exist and can be used together to make complex indoor and outdoor scenes, new nodes are trivial to make and can be added at runtime, many extra ones are provided by the community. Internal node types include a terrain renderer and sky domes/boxes for outdoor rendering, BSPs for indoor rendering, bone based animated meshes, stencil shadows, billboards and particle systems, water surfaces and primitives.

A skinnable 2D GUI is available, sporting many controls and the ability for users to plug in their own (or community made) custom controls at runtime, access to a full event system is provided for responding to GUI, mouse and keyboard events without having to rely on external libraries.

Filesystem access is abstracted allowing platform-independent file and folder access, and transparent access to files within Zip archives. Other IO features include an XML reader and writer, the ability to take screenshots, manipulate images and save them in several different file formats.

Rudimentary collision detection is also included, but for more serious physics uses, users are recommended to use a full featured Physics engine.
The only true way to get a feel for it's power is to checkout some projects made by it. here and here. also, try the demo for hte PSP, runs smooth, fast and shows off alot of PSP-ported features available

I have ported some Irrlicht projects from their forums, a few name changes however as some versions of irrlicht have member name changed but nothing too difficult to fix.

And ya, im sure alot of developers have considered/ARE using it, it's just hte lack of resources holding them back *cough cough wink wink hint hint nudge nudge* (sig...)
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Old 11-07-2007, 06:54 PM   #12

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Quote:
Originally Posted by SG57
No grimfate...

LTE is a closed-source port of Irrlicht 1.0 (with a few features from 1.1) to the PSP using PSPGL.

The only true way to get a feel for it's power is to checkout some projects made by it. here and here. also, try the demo for hte PSP, runs smooth, fast and shows off alot of PSP-ported features available

I have ported some Irrlicht projects from their forums, a few name changes however as some versions of irrlicht have member name changed but nothing too difficult to fix.

And ya, im sure alot of developers have considered/ARE using it, it's just hte lack of resources holding them back *cough cough wink wink hint hint nudge nudge* (sig...)
what was i wrong about, lol?
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Old 11-07-2007, 07:24 PM   #13

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It's not a racing library...
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Old 11-07-2007, 08:11 PM   #14

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Quote:
Originally Posted by SG57
It's not a racing library...
ah, lol. my bad
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