Search found 48 matches

by Compound
Mon Mar 09, 2009 4:55 am
Forum: PS3 Development
Topic: using STL with the SPE's
Replies: 11
Views: 14366

thanks for the feedback guys. although i am also curious like d-range as to the reasoning for not using STL etc, i can understand that it will be taking up unnecessary memory on the spe's, but I cant see how writing custom containers / data structures can have a noticeable difference over using STL ...
by Compound
Sun Feb 15, 2009 2:58 am
Forum: PS3 Development
Topic: using STL with the SPE's
Replies: 11
Views: 14366

using STL with the SPE's

basically writing a software rasterizer on my pc using SDL, which will eventually port to ps3 using the framebuffer, but im trying to think forward when it comes to efficiency, my render list i want to be able to depth sort etc etc, and im not sure if using template'd functions like STD vector work ...
by Compound
Sun May 04, 2008 8:31 pm
Forum: PS3 Development
Topic: PS3 XNA?
Replies: 7
Views: 10370

Wouldnt be possible for the PS3 at the moment. first of all you get no graphics acceleration from the GPU under PS3 linux, secondly im not entirely sure how well the linux emulation type code for running c# from etc are. In fact im pretty sure the only way to run any directX under linux is through w...
by Compound
Mon Apr 07, 2008 11:30 am
Forum: PS3 Linux Development
Topic: Programming PS3 Controller "Sixaxis" on the ps3 us
Replies: 9
Views: 7051

is it not yum install SDL etc ??
by Compound
Wed Feb 27, 2008 8:43 pm
Forum: PS3 Development
Topic: Using Irrlicht rendering engine on ps3Linux using framebufer
Replies: 0
Views: 3234

Using Irrlicht rendering engine on ps3Linux using framebufer

Ok this might not be of too much use to many people due to it only rendering in software mode on the ppe (maybe someone knows if its possible to slightly accelerate this with the rsx hack driver?? I've not tried). But for projects like mine (wave simulation) where rendering speed / complexity of sce...
by Compound
Wed Feb 27, 2008 6:43 am
Forum: PS3 Linux Development
Topic: FPS Gaming on PS3 Linux
Replies: 10
Views: 10777

how do these do 3D through SDL? is there a way of blitting opengl functions on top of SDL or something?
by Compound
Wed Feb 27, 2008 1:43 am
Forum: PS3 Linux Development
Topic: Overheating problems in OtherOS?
Replies: 13
Views: 11285

how are you rendering the games? could be something to do with rasterizing on the frame buffer?
by Compound
Tue Feb 26, 2008 5:55 am
Forum: PS3 Linux Development
Topic: HD Resolution on my SDL project
Replies: 5
Views: 5698

i had similar luck unfortunately, and would also like to know this
by Compound
Wed Feb 06, 2008 10:48 pm
Forum: PS3 Development
Topic: TEAM ICE Release: ICE PACKAGE
Replies: 7
Views: 8944

i cant find any homebrew that even uses the 6 spe's we have availible, im sure another wont change much /me scratches head of course you can't............because there is no way to run code in an environment that allows access to it Has anyone here tried making some code and building it into a self...
by Compound
Wed Feb 06, 2008 6:35 pm
Forum: PS3 Development
Topic: TEAM ICE Release: ICE PACKAGE
Replies: 7
Views: 8944

i cant find any homebrew that even uses the 6 spe's we have availible, im sure another wont change much
by Compound
Tue Jan 22, 2008 2:53 am
Forum: The Incredible Hall Of Shame
Topic: Hello World on GameOS Framebuffer
Replies: 9
Views: 15572

is enough actually known about how stuff works under otheros to write a hello world program? would need libraries / interfaces etc
by Compound
Thu Jan 17, 2008 9:29 pm
Forum: PS3 Linux Development
Topic: First triangle rendered by Gallium3D Cell/PS3 driver
Replies: 12
Views: 11631

i just compiled SDL in the standard way, didnt realise there was any options for alternate configurations. im having the same problem with the ppc version of mesa3d as well, it says to run it without X compile it as linux-solo but i dont thik this is a ppc version, and it certainly doesnt want to bu...
by Compound
Thu Jan 17, 2008 11:43 am
Forum: PS3 Linux Development
Topic: First triangle rendered by Gallium3D Cell/PS3 driver
Replies: 12
Views: 11631

hmm, it only seems to render correctly inside of an xserver
by Compound
Wed Jan 16, 2008 10:16 am
Forum: PS3 Linux Development
Topic: First triangle rendered by Gallium3D Cell/PS3 driver
Replies: 12
Views: 11631

seems it is a resolution issue, im running on a standard def telly at the moment, and the only way this would run is setting

#define WIDTH 400
#define HEIGHT 300

but it just renders a corrupt display
by Compound
Wed Jan 16, 2008 5:43 am
Forum: PS3 Linux Development
Topic: First triangle rendered by Gallium3D Cell/PS3 driver
Replies: 12
Views: 11631

Not very good spe codestyle. This two-days exercise http://spu-cell-rasterizer.googlecode.com/svn/trunk/ has the same functionality and better perfomance. does this need to be run from within a X desktop? im trying to run it from the shell and it just exits without doing anything root@localhost:/mn...
by Compound
Tue Jan 15, 2008 2:47 pm
Forum: General Discussion
Topic: Share PSP Wallpapers 1
Replies: 5
Views: 5442

didnt even notice the links but , yeh even weaker attempt at something than i previously thought

well done with the site by the way

(IMAGE WITH URL DELETED)
by Compound
Tue Jan 15, 2008 2:31 pm
Forum: General Discussion
Topic: Share PSP Wallpapers 1
Replies: 5
Views: 5442

they are actually pretty awful, well done!
by Compound
Mon Jan 14, 2008 3:30 am
Forum: PS3 Linux Development
Topic: Projects using the cell
Replies: 8
Views: 7954

whats the best way for me to begin with this? currently im editing otheros demo in visual studio (purely using it as a text editor with autocomplete etc), compiling with cygwin, copying onto my usb pen then installing on the ps3 to test... quite clearly a long process, have looked at k-boot and like...
by Compound
Thu Jan 10, 2008 11:06 pm
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 909498

so does this mean with the current knowledge of the rsx, that it may be possible to fully map SDL 3d's functionality to these commands?
by Compound
Wed Jan 09, 2008 1:37 am
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 244924

i vaguely remember reading in a thread about someone getting a 3d mesh rendered (troll or something similar ??) but when ive come to look for it again i cannot find it, does anyone have a link to this ?? thanks
by Compound
Wed Jan 09, 2008 12:59 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 909498

XBMC uses OpenGL via SDL 3D so better to compare it with Doom 3 SDL or Quake 4 SDL (instead of old Doom SDL): http://www.libsdl.org/opengl/index.php You can compile XBMC for SDL 2D or SDL 3D today already, if you compile using SDL 2D then it does not use hardware acceleration and you will see the G...
by Compound
Thu Dec 20, 2007 1:27 am
Forum: PS3 Development
Topic: What Programming Language? C or C++?
Replies: 21
Views: 147155

excellent response d-range my c++ is really good but not done too much in C so i will probably struggle a little with this, i was just wondering is the ps3dev toolchain for the ps3 the same as the IBM cell sdk code? i.e would using the IBM docs as reference be suitible? or am i going to find it hard...
by Compound
Wed Dec 19, 2007 8:43 am
Forum: PS3 Development
Topic: What Programming Language? C or C++?
Replies: 21
Views: 147155

have you checked the RSX demo? is uses a mixture of assembly and C, i think you can do pretty much everything in c and build ontop with C++, havent had a chance to have a proper look through it all yet, am busy with uni
by Compound
Wed Dec 19, 2007 8:33 am
Forum: PS3 Linux Development
Topic: Hypervisor API
Replies: 23
Views: 24479

how are people determining functions from the hypervisor? is it possible to dump it in some way? or is it literally guess work as to what different memory addresses do?
by Compound
Tue Dec 18, 2007 11:34 pm
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 909498

damn i really hope not, bought my ps3 yesterday, was planning on buying warhawk today, ah well its sonys own fault that they wont get my cash. would test this out, but really need rsx access lol
by Compound
Tue Dec 18, 2007 10:57 pm
Forum: PS3 Development
Topic: I got FW 2.0 on accident... am I fked
Replies: 8
Views: 12453

just to avoid another thread..... does 2.1 affect us in any way?
by Compound
Sat Dec 15, 2007 3:45 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 909498

yeah i could have seen that one coming a mile off lol.... im sure xbmc is built using parts of the xdk isnt it? hence the source only releases edit: doh, yeh im missing the point slightly haha Regardlessly of this though, with the media lib stuff in progress it might make sense to create a completel...
by Compound
Sat Dec 15, 2007 2:53 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 909498

XBMC uses mplayer as its basis, so id imagine if u can get mplayer working it wont be too hard to port over or recreate some elements

after asking a few q's opengl supports a long way off, graphics functionality has to use some very specific commands / techniques to get it running
by Compound
Fri Dec 14, 2007 9:41 am
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 394219

ahh right, the only paths i could see that where supposed to be set where these export PS3DEV=/usr/local/ps3dev/ export PATH=$PATH:$PS3DEV/bin/ export PATH=$PATH:$PS3DEV/ppu/bin/ export PATH=$PATH:$PS3DEV/spu/bin/ just looking through my folders now and i definitly have these export PATH=$PATH:$PS3D...
by Compound
Fri Dec 14, 2007 9:02 am
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 394219

excellent, ive finished every script now, is there any documentation to go with this? and maybe some example apps like hello world just to test it compiles correctly etc edit i noticed the otheros_demo in another thread but that doesnt seem to compille, i get the following error Mike@mike-c15e9068e7...