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[RELEASE] Phoenix Game Engine (Lua) 0.01

This is a discussion on [RELEASE] Phoenix Game Engine (Lua) 0.01 within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Phoenix Game Engine (PGE) is a fully featured engine for game development written by InsertWittyName and MK2k. PGE Lua is ...

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Old 08-24-2008, 01:59 PM   #1

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Exclamation [UPDATE] Phoenix Game Engine (Lua) 0.02



Phoenix Game Engine (PGE) is a fully featured engine for game development written by InsertWittyName and MK2k.

PGE Lua is the Lua wrapper of that engine.

-= FEATURES =-

pge.controls - Handling button and analog input.
pge.dir - Directory access and file system operations that deal with directories.
pge.file - File access and file system operations that deal with files.
pge.font - TrueType font loading and drawing.
pge.gfx - Graphic primitives drawing.
pge.math - VFPU math module.
pge.mp3 - MP3 playback for background music.
pge.net - Net and socket functions.
pge.texture - Image loading and drawing.
pge.timer - Timer module.
pge.usb - USB functions.
pge.utils - Utility functions for using the dialogs and retrieving system information.
pge.wav - WAV loading and playback for sound effects.
pge.zip - ZIP file access and extraction.

PGE Lua uses a port of the latest Lua release 5.1.4, which has been optimised specifically for the PSP.

PGE Lua comes with 23 fully commented samples demonstrating how each module is used.

Alongside that, full documentation is available via the homepage: http://pge.luaplayer.org/

There is an emulator for PGE Lua which runs on Windows, Linux, OSX and allows PSP-less development. This is almost complete and will be released at that time.

-= VIDEOS =-

Low resolution: http://www.youtube.com/watch?v=MT-9HJlmWkE

-= INSTALL =-

Copy the 'pgelua' folder to PSP/GAMEXXX/ (or PSP/GAME/ if your kernel is set to 3xx/4xx in the recovery menu).

-= KNOWN ISSUES =-

None as of this writing. With this being an initial release I would expect there to be a few undiscovered bugs. Let us know.

-= HOMEPAGE =-

http://pge.luaplayer.org/

-= CONTACT =-

tias_dp@hotmail.com

-= DOWNLOAD =-

http://pge.luaplayer.org/lua/downloads/pgelua_001.zip

-= CREDITS & GREETS =-

Coded in pure C and asm using the homebrew PSPSDK.

Thanks to TyRaNiD for psplink, which was used extensively in debugging.

Thanks to all in #psp-programming on freenode.net, where quality homebrew is produced. Special thanks to those in #lua who know so much about Lua it scares me.

Personal thanks to romero126 and Soulkiller, who tested, provided feedback and helped me steer PGE Lua to where it is.

Massive thanks to Raphael and Tomaz - the work we did on triEngine helped me really understand what an engine is.

Biggest thanks to MK2k for joining the project midway through development and making it much more than I ever expected.

-= NOTES =-

Please be aware that this is not Lua Player.

PGE Lua is it's own product and shares zero code with Lua Player.

For the C developers, the C API of Phoenix Engine will be released in due course, shortly.

PGE has been in development for over a year, it's not some mis-match of code copied from other people. This is the real deal.

There are lots more plans in store for PGE and PGE Lua, a roadmap will be released shortly showing the expected development.

-= SUPPORT =-

For further help that is not supplied by the samples or documentation, there are forums for PGE at http://pge.luaplayer.org/.

We are also on IRC, channel #psp-programming on irc.freenode.net, for one-to-one help.

-= UPDATE =-

Version 0.02 has been released.

Quote:
Originally Posted by CHANGELOG
Added pge.exit() to explicitely exit at any time.
Fixed pge.texture.draw() to only allow the correct number of parameters to be passed (reported by #Gianni#).
Added pge.texture.swizzle() to swizzle a texture.
Added pge.texture.unswizzle() to unswizzle a texture.
Added an optional parameter to pge.texture.load() and pge.texture.loadmemory() to specify whether to swizzle the texture on load.
Added pge.texture.pixel() to get or set the color value of a pixel within a texture.
Added an error check to pge.file.read(), returns nil if nothing could be read.
Added an error check to pge.file.readnum(), returns nil if the number could not be read.
Added a return value to pge.file.write(), returns the number of bytes written.
Fixed pge.mp3.loadmemory() which incorrectly checked for two parameters to be passed when it only requires one (reported by TheUnderminer).
Added pge.math.deg() to convert radians to degrees.
Added pge.math.rad() to convert degrees to radians.
Moved the socket functions to pge.net.socket.function() to give a layer of separation.
Moved the socketset functions to pge.net.socketset.functio n() to give a layer of separation.
Added an optional parameter to pge.net.socket.receive(), to specify how many bytes to receive.
Fixed pge.texture.save() to unswizzle the texture before saving, then re-swizzle if needed.
Download: http://pge.luaplayer.org/lua/downloads/pgelua_002.zip
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Old 08-24-2008, 02:04 PM   #2
 
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Sweet nice release IWN been waitin for this forever!
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Old 08-24-2008, 02:05 PM   #3
 
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Yes I have been waiting for this
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Old 08-24-2008, 02:08 PM   #4
 
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Checking it out now.
-=Double Post Merge =-
woot first crash!
Rotate texture more then 180 degrees
-=Double Post Merge =-
edit: not rotate, make size < 0

Last edited by MoAShaun; 08-24-2008 at 02:22 PM.. Reason: Automerged Doublepost
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Old 08-24-2008, 02:28 PM   #5
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Yesss Finally!!!! I've been waiting for a while for this Nice Work IWN
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Old 08-24-2008, 02:28 PM   #6
 
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the link seems corrupted for some reason.............
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Old 08-24-2008, 02:38 PM   #7
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Nice release. I did not expect this so soon(but then again I guess other people have been waiting for this for forever). I shall give it a try. Nice to see more powerful alternatives to LuaPlayer like this and HM. :P
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Old 08-24-2008, 02:43 PM   #8
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Quote:
Originally Posted by wicked_fable View Post
Nice release. I did not expect this so soon(but then again I guess other people have been waiting for this for forever). I shall give it a try. Nice to see more powerful alternatives to LuaPlayer like this and HM. :P
@wicked fable Agree 100% my New game is fast on standard Lua But this be even faster
I'm gunna convert it to PGE does this have Math? e.g math.mod, math.floor?
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Old 08-24-2008, 02:49 PM   #9

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Fantastic job IWN!

Edit: The math library is part of the standard Lua library, so yes, PGELua will have them.
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Old 08-24-2008, 02:52 PM   #10
 
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Sweet job IWN, looking forward to using it!
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Old 08-24-2008, 02:58 PM   #11

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Quote:
Originally Posted by MoAShaun View Post
Checking it out now.
-=Double Post Merge =-
woot first crash!
Rotate texture more then 180 degrees
-=Double Post Merge =-
edit: not rotate, make size < 0
Thanks for the detailed report.

The error was caused when width or height == 0.

This caused a division by 0 error in the code and completely blew the FPU regs

The download link has been updated with a fixed version that checks for width or height == 0.

Quote:
Originally Posted by dan369 View Post
@wicked fable Agree 100% my New game is fast on standard Lua But this be even faster
I'm gunna convert it to PGE does this have Math? e.g math.mod, math.floor?
As yaustar already mentioned, the math library that comes with Lua is included.

You also have the choice of using the pge.math module, which utilises the PSP's VFPU.

See the mathbenchmark sample for details on the increase in speed that is available by using pge.math, it's generally around 6-10 times faster than the standard math library and there are a lot more functions available.
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Last edited by Insert_Witty_Name; 08-24-2008 at 03:07 PM.. Reason: Automerged Doublepost
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Old 08-24-2008, 03:02 PM   #12

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Great work.

I've been hoping this is released in time for PSPUpdates comp. Hopefully we can finally see some nice, polished lua games.
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Broke the DL link.


edit: NVM, worked all of a sudden.
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Old 08-24-2008, 03:05 PM   #14
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6-10 times FASTER!!!! bloody hell
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Old 08-24-2008, 03:08 PM   #15

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Quote:
Originally Posted by michaelp View Post
Broke the DL link.


edit: NVM, worked all of a sudden.
Apologies for that, I forgot to chmod the file when I uploaded it...
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Old 08-24-2008, 03:12 PM   #16

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Quote:
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6-10 times FASTER!!!! bloody hell
That's only the math. Generally PGE Lua is about 4-5 times faster that standard luaplayer, and slightly faster than Luaplayer HMv2.

See http://forums.qj.net/showpost.php?p=...3&postcount=31
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Old 08-24-2008, 03:19 PM   #17
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Quote:
Originally Posted by Nielkie View Post
That's only the math. Generally PGE Lua is about 4-5 times faster that standard luaplayer, and slightly faster than Luaplayer HMv2.

See http://forums.qj.net/showpost.php?p=...3&postcount=31
Just wondering Nielkie about that benchmark test. Whenever I ran the bench on LPHMv2 it always clocked in from the mid to lower 3.xx mark. Was there an update to the benchmark that changed this? Homemister even has a video of LPHM clocking in in the lower 3.xx area.
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Old 08-24-2008, 03:31 PM   #18

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If you set the CPU to 333 in HM, then you would achieve the 3.xx area, no doubt.
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Old 08-24-2008, 03:45 PM   #19
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Ah, I see. I don't know if it was set to 333 but I would assume that must be it. Thanks for the enlightenment.
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Old 08-24-2008, 03:47 PM   #20
 
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Can this run a normal lua script? Or can it only run the new pge functions?
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Old 08-24-2008, 03:51 PM   #21
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Yes, it can. It would not make any sense to dump all of the normal Lua functions.
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Old 08-24-2008, 03:57 PM   #22
 
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Excellent PGE is my new best friend

Thanks so much IWN
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Old 08-24-2008, 04:17 PM   #23

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It will run a normal Lua script.

If you are referring to a Lua Player script, then no, that won't work.

See the detail on the first page about PGE Lua not being Lua Player.
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Old 08-24-2008, 04:32 PM   #24
 
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Will this read functions that Lua Player Read such as screen:blit()
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Old 08-24-2008, 04:35 PM   #25

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Quote:
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It will run a normal Lua script.

If you are referring to a Lua Player script, then no, that won't work.

See the detail on the first page about PGE Lua not being Lua Player.
Quoted for emphasis.

screen:blit() in Lua Player would relay to pge.texture.draw() in PGE Lua.
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Old 08-24-2008, 04:38 PM   #26
 
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I understand that it is not Lua Player. But will screen:blit() be automatically changed to pge.texture.draw() or will I have to type pge.texture.draw()
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Old 08-24-2008, 04:42 PM   #27

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I'm guessing you would have to type it.
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I understand that it is not Lua Player.
Obviously not my friend

Quote:
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But will screen:blit() be automatically changed to pge.texture.draw() or will I have to type pge.texture.draw()
screen:blit() is a Lua Player function, pge.texture.draw() is a PGE Lua function.
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Old 08-24-2008, 04:56 PM   #29

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Nice release IWN!
Hat goes off to you sir
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Old 08-24-2008, 05:21 PM   #30
 
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Quote:
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Obviously not my friend



screen:blit() is a Lua Player function, pge.texture.draw() is a PGE Lua function.
Ok thanks.

Time to learn the PGE Functions
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