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3D~GDS - 3D Game Development Set (PSPGL - Very Easy)

This is a discussion on 3D~GDS - 3D Game Development Set (PSPGL - Very Easy) within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; SG57 and I (Saultomalo) have created a library to help with all those repetitive and quite difficult things that you ...

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Old 08-17-2006, 02:48 PM   #1

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Default 3D~GDS - 3D Game Development Set (PSPGL - Very Easy)

SG57 and I (Saultomalo) have created a library to help with all those repetitive and quite difficult things that you won't need to copy and paste entire chunks of functions just to have the same thing in your new project, that you used in your last.

3D ~ GDS stands for 3D ~ Game Development Set, used to help that PSPGL user, in doing the dirty stuff, what with text rendering, 3d model loading, etc.

Features
  1. MD2 Model Rendering
  2. MD2 Model Animations Supported\
  3. MD2 Model Texturing Supported (skins)
  4. Font Rendering (Text Printing)
  5. PCX, TGA and BMP Texture Loading Support
  6. FPS Counter
All in under 5 functions, per feature.

Soon to come are some more 3d formats (ASC, MS3D, 3DS) rendering and some more image formats for loading as a texture (PNG, JPG). After that, there's nothing left really to do with this.

Credit goes to the information on models found via google, myself, and SG57.

Download Here


Last edited by saulotmalo; 08-17-2006 at 04:13 PM..
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Old 08-17-2006, 03:03 PM   #2

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Awsome work
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Old 08-17-2006, 03:10 PM   #3
 
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http://tfc.duke.free.fr/old/models/md2.htm

you should give credit where its due
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Old 08-17-2006, 03:18 PM   #4

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i guess but it is not a copy of its code! i have changed several thinks in order to improve the rendering system. if you look closelly i don't render the same way. But i have seen alot of tutorials searching the web. I guess i can't remember where was every think and these files where not prepared to run on psp directly.

But i tanks every tutorial on internet, because all have help me to get a good frame average on psp, (yes i think it is a good average 5 models and 32 fps )

i don't want to steal anyones merits but... i think this is diferent... but as i said everyone tutorial i have seen had help me a bit

Last edited by saulotmalo; 08-17-2006 at 03:31 PM..
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Old 08-17-2006, 04:08 PM   #5

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There we go Fixed the first post up so people can see what they're getting if they download.

Plus added some screens, 5 HUGE knights, rendered and animated, with text printed, all at 32 FPS That is plenty for PSPGL to start making awesome 3d games, + awesome animations. (Thx Saultomalo, for making that quick program while i was asleep)
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Old 08-17-2006, 04:14 PM   #6

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thats nothing. It is very easy to do programs with this
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Old 08-17-2006, 08:22 PM   #7
 
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Quote:
Credit goes to the information on models found via google, myself, and SG57.
Call it the first PSP homebrew which will be having 'licensing' problems

That content was protected by the Creative Commons Deed.

Since you people couldn't comprehend it, I'll quote the necessary stuff here.

Quote:
Originally Posted by Creative Commons Deed
You are free:

* to copy, distribute, display, and perform the work
* to make commercial use of the work

Under the following conditions:
* Attribution.You must attribute the work in the manner specified by the author or licensor.
* No Derivative Works. You may not alter, transform, or build upon this work.


For any reuse or distribution, you must make clear to others the license terms of this work. Any of these conditions can be waived if you get permission from the copyright holder.
Get the required permissions and get the licensing issues sorted out before posting stolen stuff here
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EDIT: Thanks for the heads-up Soulphalanx

Last edited by The Pope!; 08-17-2006 at 08:22 PM.. Reason: Automerged Doublepost
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Old 08-17-2006, 08:42 PM   #8

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Dont get your panties in a bunch, cyanide.

Maybe I should re-word the first post... All resources to make this happen were found by searching around the web, and if you looked more closely at it, youll see that the md2 library has all necessary information needed, to make this ok to use. And 'google' was just a vague term for searching as it's a search engine people know very well. If you wish, we can change it to a more vague term of just 'searching' as that is what we did. Oh and the MD2 library was all that was ported, and then moddified to work more efficiently for the PSP. The rest is hand written either me or Saulotmalo.
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Old 08-17-2006, 08:45 PM   #9

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Ummm, how did you "fix the first post"? I mean you didn't edit it yourself, did you?
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Old 08-17-2006, 08:55 PM   #10

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No, i edited it but i'm not talk as good english as sg57. If you don't want our library only we will delete it. We don't have steal any code only seen comprehend and coded as you can see in the more important part of the md2 model, the render.

But we are not winning money or anything... so if any one would tell us that it is copirighted or somethin well we'll erase it and then anyone who has to code a 3d program would have to start from the beginning.

So you decide...
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Old 08-17-2006, 08:59 PM   #11

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I'm downloading just incase

edit- you uploaded the file to a version of megaupload that uses your native language
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Old 08-18-2006, 03:35 PM   #12

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finally we are on the main page, if you like the project please jump it
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Old 01-09-2007, 09:23 PM   #13
 
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Is this still available? The download has expired
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Old 01-09-2007, 11:27 PM   #14

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Actually, if I recall correctly, the release saultomalo did didnt include some of the stuff the features list said. I think... maybe Im wrong, i jsut remember something like that being said to me.

And its hosted on QJ.net. It really is easy to use, even for OpenGL noobs (i was one, kinda still am).

saultomalo has left the PSP scene forgood though.
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Old 01-09-2007, 11:42 PM   #15

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This looks nice i cant use it, but some real Devs can make wonders with this.. good job guys keep it up!
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Old 01-09-2007, 11:43 PM   #16
 
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Looks good, maybe someday ill get into psp development when I have some free time
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Old 01-10-2007, 12:10 AM   #17
 
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Thanks, and excellent work!

Incase anyone else would like to download this, you'll find it here... http://dl.qj.net/3D-Game-Development...9418/catid/202
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Old 01-10-2007, 12:43 AM   #18
 
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I don't see it on the front page...

Anyway, nice. I might make Bounce 3D sometime, but only after I've finished it in 2D .

EDIT: Oh, it's C++. I only know normal C .
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Old 01-10-2007, 06:38 AM   #19

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Quote:
Originally Posted by coolguy5678
I don't see it on the front page...
because it's 5 months old.

Quote:
EDIT: Oh, it's C++. I only know normal C .
C and C++ is so incredibly similar that you shouldn't have any problems using C++ instead. I don't know about any C code that dosn't work in C++ (probably is some stuff though).
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Old 01-10-2007, 06:44 AM   #20
 
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Quote:
Originally Posted by Waterbottle
C and C++ is so incredibly similar that you shouldn't have any problems using C++ instead. I don't know about any C code that dosn't work in C++ (probably is some stuff though).
I know that any C code will work in C++ (except C code that uses reserved C++ keywords as variable or function names), but the inverse is not true. I simply don't know C++ or how to use classes in C++, and it seems you need to know how before you can use this.

EDIT: It's 5 months old? There should be a rule about bumping old topics .
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Old 01-10-2007, 08:14 AM   #21

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coolguy - You can use it in a C programmed app still. You just simply need to rename whateverfile.c to whateverfile.cpp.

Then just follow this example...
You load a model:
Code:
CMD2Model *sword;
CMD2Model *knight;
Inside InitGL() or some type of Init function:
Code:
sword = new CMD2Model;
knight = new CMD2Model;

sword->Load("knight/sword.md2","knight/sword.pcx_or_tga"); 
knight->Load("knight/knight.md2","knight/knight.pcx_or_tga");
In main loop or whereever you want to render your model.
Code:
sword->AnimateModel(0,45,0.7);
knight->AnimateModel(0,45,0.7);

//  0, 45:  These are the frames the animation will be doing.  As in all Quake 2 models, the idle animation is 0 to 45 (i believe...).
// .7 is the interval of the animations
Note: Im using the Quake 2 MD2 Knight model in this example. It comes with a sword and its textures and whatnot.
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Old 01-10-2007, 04:14 PM   #22


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Beeh.... PSPGL... +5 for the community effort, -1 for PSPGL, -1000 for not respecting CC...
Anyway, if people here want something more advanced, check:
1) Mt. Fuji 3d engine out. It is an excellent fully multiplatform engine (you just need a simple recompilation without ANY change in the code to make it work correctly) with all the fancy functions for 3d, sound etc... (http://dotblip.com/fuji/)
2) LTE engine. I don't remember the link, but it is very advanced too.

Oh, and people, while you still can, learn Gu Just common advice....
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Old 01-10-2007, 10:40 PM   #23

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Who says I didnt learn the PSPs Graphics Utility?

I did, but I started with PSPGL, and seeing 0 difference in framerate, I prefered PSPGL as it was quicker and more understandable compared to the GU.

Also, LTE was in its version .1-ish stages when we released this....
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