QJ.NET | Videos | Forums | iPhone | MMORPG | Nintendo DS | Wii | PlayStation 3 | PSP | Xbox 360 | PC | Downloads | Contact Us
Forums | Gaming News | Videos | Downloads | Today's Posts | Mark Forums Read | Chat | FAQ | Members List | Contact

QJ.net Game Discussion - PSP, Xbox, Wii, PS3, PSP Homebrew, and PSP Guides

Go Back   QJ.net Game Discussion - PSP, Xbox, Wii, PS3, PSP Homebrew, and PSP Guides > Developers Corner > PSP Development, Hacks, and Homebrew > PSP Development Forum
The above video goes away if you are a member and logged in, so log in now!

Legion Engine [PSPZones Dev]

This is a discussion on Legion Engine [PSPZones Dev] within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Hey, just stopping by to let you guys know about PSPZones Development Team's Current Project Project Name: Legion Engine Coders: ...

Reply
 
LinkBack Thread Tools
Old 02-11-2006, 12:53 PM   #1
 
Sony PSP's Avatar
 
Join Date: Jun 2005
Location: Headquarters
Posts: 492
Trader Feedback: 0
Default Legion Engine [PSPZones Dev]

Hey, just stopping by to let you guys know about PSPZones Development Team's Current Project

Project Name: Legion Engine

Coders:

Shawn "Grxmx" Simonson
Jonathan "Blade" Bastnagel
Renato "Renatoc8" Ciuffo

The main goal when creating this engine was to provide developers for the PC, and homebrew developers of the PSP and Xbox a quick and easy way to start developing games their way! We realize that in order to do this we must give the developers a great architecture to build off of, one that is easy to grasp, but VERY flexible.

Legion Engine (When released) will feature an example game (First Person Shooter).

This game will introduce all features of the Engine, and with that we believe that developers can easily get an understanding of the engine, and how to use it.

While there is no ETA on the engine we hope that everyone will be pleased on its release.

Here's an old video that was recorded a few days ago. Feel free to pass it around.

http://www.shotgunp.com/LegionEngine.wmv

Be aware that this is not how the engine will look like when release.
It's in it's early stages

Current Features -

Lighting(Ambient, Reflective, ect)
Textureing / MultiTexturing with .PNG's, and .BMP's
Easy to use Text Output.
Sound(Music / Effects)
Camera Class(Advanced Camera using Quaternions)
Entitys/Objects - All objects in the engine are derived from the Entity/Object Class
Loading .3ds models, and texturing them.

Expected Features -

ODE Implimented Physics, or PhysX(Still under decision)
.BSP loader, and .LEM(Legion Engine Map).
Bump Mapping.
Advanced frustrum culling techniques(give's huge boost in FPS).
Alot More To Be Expected!

Let me know what you guys think!

-Sony PSP
__________________
[CENTER][B]PSN - SoulTaker88 | COD4 Clan - SyKo | Position - Creator/Captain

Hit Me Up[/B][/CENTER]
Sony PSP is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 01:21 PM   #2
 
Noriyuke's Avatar
 
Join Date: Sep 2005
Location: Palm Bay, FL
Posts: 230
Trader Feedback: 0
Default

I hope the engine gets polished and published soon because having homebrew game sbased off of this technology would be nice. i wouldnt mind a wide array of nice multiplayer FPS or MMO style games. i tried getting the developers of Nezuix to get to port their engine because its based off of quake 1 but much more polished and stuff. Anyways kep up the good work and please release some kind of demo build soon.
Noriyuke is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 01:32 PM   #3
 
Join Date: Dec 2005
Location: Texas
Posts: 1,087
Trader Feedback: 0
Default

Nice start, I think it has great potential

Just add some character models, weaponry, etc. and will be nice!
Psypher is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 01:51 PM   #4

Psp Dev
 
MikePiP's Avatar
 
Join Date: Jun 2005
Location: Nebraska
Posts: 228
Trader Feedback: 0
Default ESC key?

Did they record that video on a Pc Version? There is an ESC key in the top left corner.
__________________


http://www.myspace.com/mikee_mo
MikePiP is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 02:03 PM   #5
 
Sony PSP's Avatar
 
Join Date: Jun 2005
Location: Headquarters
Posts: 492
Trader Feedback: 0
Default

Yes, I believe it was recorded on the computer

-Sony PSP
__________________
[CENTER][B]PSN - SoulTaker88 | COD4 Clan - SyKo | Position - Creator/Captain

Hit Me Up[/B][/CENTER]
Sony PSP is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 02:43 PM   #6
 
FreePlay's Avatar
 
Join Date: Dec 2005
Location: h0000000rj
Posts: 12,858
Trader Feedback: 0
Default

Quote:
Originally Posted by Sony PSP
Current Features -

Lighting(Ambient, Reflective, ect)
Textureing / MultiTexturing with .PNG's, and .BMP's
Easy to use Text Output.
Sound(Music / Effects)
Camera Class(Advanced Camera using Quaternions)
Entitys/Objects - All objects in the engine are derived from the Entity/Object Class
Loading .3ds models, and texturing them.

Expected Features -

ODE Implimented Physics, or PhysX(Still under decision)
.BSP loader, and .LEM(Legion Engine Map).
Bump Mapping.
Advanced frustrum culling techniques(give's huge boost in FPS).
Holy f***! That's amazing work!
__________________
[qj now fails.]
FreePlay is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 03:09 PM   #7
 
Sony PSP's Avatar
 
Join Date: Jun 2005
Location: Headquarters
Posts: 492
Trader Feedback: 0
Default

Quote:
Originally Posted by FreePlay
Holy f***! That's amazing work!


-Sony PSP
__________________
[CENTER][B]PSN - SoulTaker88 | COD4 Clan - SyKo | Position - Creator/Captain

Hit Me Up[/B][/CENTER]
Sony PSP is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 03:57 PM   #8

Save The World
 

 
Join Date: Oct 2005
Location: Bedford, England
Posts: 1,389
Trader Feedback: 0
Default

good luck with this, hope it works out well.
__________________
Vaza is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 04:19 PM   #9
 
Join Date: Jan 2006
Posts: 923
Trader Feedback: 0
Default

schweet, i hope somone ports CS onto this engine once its done, cuz that looks like its the ****!!!
Flamingwolf is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 04:21 PM   #10
 
Sony PSP's Avatar
 
Join Date: Jun 2005
Location: Headquarters
Posts: 492
Trader Feedback: 0
Default

Im glad you guys are liking this........and in the near future we will be releasing a playable demo on my site



-Sony PSP
__________________
[CENTER][B]PSN - SoulTaker88 | COD4 Clan - SyKo | Position - Creator/Captain

Hit Me Up[/B][/CENTER]
Sony PSP is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 05:52 PM   #11
 
Noriyuke's Avatar
 
Join Date: Sep 2005
Location: Palm Bay, FL
Posts: 230
Trader Feedback: 0
Default

How soon do you guys think youll have the demo made? if you guys are setting this up with your own FPS game to contribute when do you think we will be able to start seeing some of those screenies or are you all just working on the engine in general? Another Question/Comment, If you guys are planning on using the ODE physics then try and talk to Anonymous Tipster because hes worked on porting it with good results, maybe some tweaking and it will work perfectly on the PSP. What other potential does the engine have? have you guys conidered some network code? What about other styles of games? Platformers, adventure/action titles, RPG's, anything like that in the works?
Noriyuke is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 06:00 PM   #12
 
Sony PSP's Avatar
 
Join Date: Jun 2005
Location: Headquarters
Posts: 492
Trader Feedback: 0
Default

The engine will almost never me completed......but will be added to and updated constantly untill the final relase, the good thing is that users wont have to re-complile their code each time it is updated



And also, more games will be developed as the engine itself advances......but I promise, you guys will be impresed, this could change the WHOLE face of PSP Homebrew

-Sony PSP
__________________
[CENTER][B]PSN - SoulTaker88 | COD4 Clan - SyKo | Position - Creator/Captain

Hit Me Up[/B][/CENTER]

Last edited by Sony PSP; 02-11-2006 at 06:03 PM..
Sony PSP is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 07:46 PM   #13
 
Sony PSP's Avatar
 
Join Date: Jun 2005
Location: Headquarters
Posts: 492
Trader Feedback: 0
Default

*BUMP*

Just so more people will see this



-Sony PSP
__________________
[CENTER][B]PSN - SoulTaker88 | COD4 Clan - SyKo | Position - Creator/Captain

Hit Me Up[/B][/CENTER]
Sony PSP is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2006, 08:17 PM   #14
 
Join Date: Jan 2006
Posts: 923
Trader Feedback: 0
Default

is there any way anyone can get a possible demo *wink wink* if u know what im saying *wink wink*














jkjkjk, but really, if u can let us play a demo, that wud be PIMP
Flamingwolf is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-12-2006, 01:54 AM   #15

...in a dream...
 
SG57's Avatar
 
Join Date: Jul 2005
Posts: 4,957
Trader Feedback: 0
Default

so basically, your making a program for a PC, that will let you code much easier? Kind of like a LUA language except more easier definitons of basic statements/calls/booleans? I dunno, but good luck with .bsp injecting lol. I had a hard enough time making such a thing for Halo 2...
__________________
SG57 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-12-2006, 10:28 AM   #16
 
Noriyuke's Avatar
 
Join Date: Sep 2005
Location: Palm Bay, FL
Posts: 230
Trader Feedback: 0
Default

Hmm well hey, since its being developed in that way, when do you think an alpha will be made avaliable to devs?
Noriyuke is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-12-2006, 04:21 PM   #17
 
Sony PSP's Avatar
 
Join Date: Jun 2005
Location: Headquarters
Posts: 492
Trader Feedback: 0
Default

As soon as this becomes avaliable I will release it to you guys



-Sony PSP
__________________
[CENTER][B]PSN - SoulTaker88 | COD4 Clan - SyKo | Position - Creator/Captain

Hit Me Up[/B][/CENTER]
Sony PSP is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 01:05 PM   #18

Respected Developer
 
Join Date: Jul 2005
Posts: 379
Trader Feedback: 0
Default

I'm currious to see something actualy running on a psp vs a pc. There are many hurdles to clear when doing something for the psp vs the pc. Also I am currious how you plan to do bumpmapping on the psp.
nexis2600 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 01:12 PM   #19
 
Join Date: Sep 2005
Posts: 5
Trader Feedback: 0
Default

We'll I really don't wanna go into the details to much, but pretty much all of bumpmapping is math. All it does is move a texture under another due to certain lighting conditions, and what angle the camera is relative to the object.

Pretty much any effect can be done on the PSP, it's just the hardware limitations you have to worry about.

Right now im working on the Particle System, ill make another video today(hopefully) showing it off.
Bladerunner627 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 01:57 PM   #20

Respected Developer
 
Join Date: Jul 2005
Posts: 379
Trader Feedback: 0
Default

Yes but rather costly when done in software (due to the psp lacking multi texturing, thus the surface will require multiple rendering loops). So where do you plan to draw the line. I admit I am interesting in also doing a form of bump mapping in iris but still debating where the trade of will be.
nexis2600 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 03:13 PM   #21
 
Join Date: Sep 2005
Posts: 5
Trader Feedback: 0
Default

Yea, it can be costly, but we have some tricks that will hopefully work.
Bladerunner627 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 04:57 PM   #22
Trance FTW!
 
michael chan's Avatar
 
Join Date: Oct 2005
Posts: 162
Trader Feedback: 0
Default

can you jump?i only see the screen walking around the map and crouching.
michael chan is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 07:08 PM   #23
 
 
Join Date: Jul 2005
Location: Brampton
Posts: 631
Trader Feedback: 0
Default

valve beware.
these guys are doing your work for the psp.
__________________
[CENTER]You can hyperlink quotes and the whole box will be a link:
[URL=http://forums.qj.net/showthread.php?t=35215][COLOR=DarkRed][QUOTE=ANTONIO_424][CENTER][COLOR=DarkRed]Go for it, and remember, video tape every moment...........I gotta see this :D[/COLOR][/CENTER][/QUOTE][/COLOR][/URL][SIZE=1][B][U][URL=http://forums.qj.net/showthread.php?t=65979]A Ultimate QJ FAQ[/URL][/U][/B]-[B][U][URL=http://forums.qj.net/search.php?do=finduser&u=13500]Topics I'm in[/URL][/U][/B]-[B][U][URL=http://forums.qj.net/f-psp-development-forum-11/t-pps-game-66613.html]My qj game topic[/URL][/U][/B]-[B][U][URL=http://www.psp-programming.com/dev-forum/viewtopic.php?t=962]My psp-prog topic[/URL][/U][/B]-[B][U][URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi]Old QJ Download site[/URL][/U][/B]-[B][U][URL=http://forums.qj.net/showthread.php?t=46926]Only ISO topic[/URL][/U][/B][/SIZE]
"You stayed up all night trying to make your psp crash? LOLOL!!" - my brother
My PSN name is "icantthinkofone".[/CENTER]
lord pip is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 07:12 PM   #24
 
Join Date: Dec 2005
Posts: 216
Trader Feedback: 0
Default

Quote:
Originally Posted by nexis2600
Yes but rather costly when done in software (due to the psp lacking multi texturing, thus the surface will require multiple rendering loops). So where do you plan to draw the line. I admit I am interesting in also doing a form of bump mapping in iris but still debating where the trade of will be.
Extremely costly is more like it. Pixel shaders and vertex shaders weren't invented for nothing. Software rendering would be ... horrid.
Espresso is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 08:01 PM   #25

Respected Developer
 
Join Date: Jul 2005
Posts: 379
Trader Feedback: 0
Default

Quote:
Originally Posted by Espresso
Extremely costly is more like it. Pixel shaders and vertex shaders weren't invented for nothing. Software rendering would be ... horrid.
Sure but if its simple emboss bump mapping it might not be so bad. The issue at hand will come from rendering a surface 3+ times (2 for the bumpmap, 1 surface texture, + for multi textures & lightmap). Thats ungodly costly on the psp unless you have all texture work shoved into vram. Yet if you do, the textures are probably rather low res (i have issues with memory management on iris because i want to use quakes original 256x256 texturing on the maps i use).
nexis2600 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 09:25 PM   #26
 
Join Date: Sep 2005
Posts: 5
Trader Feedback: 0
Default

Quote:
Originally Posted by nexis2600
Sure but if its simple emboss bump mapping it might not be so bad. The issue at hand will come from rendering a surface 3+ times (2 for the bumpmap, 1 surface texture, + for multi textures & lightmap). Thats ungodly costly on the psp unless you have all texture work shoved into vram. Yet if you do, the textures are probably rather low res (i have issues with memory management on iris because i want to use quakes original 256x256 texturing on the maps i use).
Right now im not concerned about that area. We are concentrating on the Model Object Class right now more then anything, but yes I am clearly aware of all these issues. One thing that will help us performance wise is Frustrum Culling as well as many other types of culling. Anyways, sorry for not releasing the Particle System demo, but im still working on it.
Bladerunner627 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-13-2006, 09:44 PM   #27

Respected Developer
 
Join Date: Jul 2005
Posts: 379
Trader Feedback: 0
Default

Quote:
Originally Posted by Bladerunner627
Right now im not concerned about that area. We are concentrating on the Model Object Class right now more then anything, but yes I am clearly aware of all these issues. One thing that will help us performance wise is Frustrum Culling as well as many other types of culling. Anyways, sorry for not releasing the Particle System demo, but im still working on it.
Sorry i'm not trying to be a bother. I am just trying to offer some comments from what I have learned with my 3d engine for psp.

Best of luck to the team.

Ps, the mention of bump mapping for your engine has got me interested in adding it to my engine.
nexis2600 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-14-2006, 08:48 AM   #28
 
Join Date: Sep 2005
Posts: 5
Trader Feedback: 0
Default

Quote:
Originally Posted by nexis2600
Sorry i'm not trying to be a bother. I am just trying to offer some comments from what I have learned with my 3d engine for psp.

Best of luck to the team.

Ps, the mention of bump mapping for your engine has got me interested in adding it to my engine.
Oh, your not being a bother. Im just really not to worried about bumpmapping right now. Depending on how things work, it might not even make it's appearance in the first release.

Anyways, just so you have an Idea of where we are right now ill provide the list of coders, and what they are currently coding, and the percentage of completeness.

Me: Particle System(85 %)
Renato: GUI System(10 %)
Shawn: Object Class(95 %)

Ill keep all of you posted

Hope this isn't an UBER newb question. I don't have time to read up on the FAQ's, but what does it take inorder to be able to pos in the Developers Dungeon.

Last edited by Bladerunner627; 02-14-2006 at 09:29 AM..
Bladerunner627 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-14-2006, 10:52 AM   #29

Developer
 
Koba's Avatar
 
Join Date: Jul 2005
Location: Canada
Posts: 362
Trader Feedback: 0
Default

you need to be a developer to post in the devs dungeon. and you'll get that title when you release something you've made to the public.
__________________
Windows: A thirty-two bit extension and GUI shell to a sixteen bit patch to an eight bit operating system originally coded for a four bit microprocessor and sold by a two-bit company that can't stand one bit of competition...

Personal Development Blog:
http://keepitreal-dev.blogspot.com/
Koba is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-14-2006, 11:46 AM   #30

Respected Developer
 
Join Date: Jul 2005
Posts: 379
Trader Feedback: 0
Default

Quote:
Originally Posted by Koba
you need to be a developer to post in the devs dungeon. and you'll get that title when you release something you've made to the public.
Does it have to be released here? I still dont have that title and i've released 4 projects for the psp scene.
nexis2600 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply

Tags
dev , engine , legion , pspzones

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -8. The time now is 12:17 PM.



Use of this Web site constitutes acceptance of the TERMS & CONDITIONS and PRIVACY POLICY
Copyright © 2009, QJ.NET. All Rights Reserved.
Contact Us