Search found 73 matches

by Vincent_M
Wed Jul 30, 2008 1:12 pm
Forum: PS3 Development
Topic: PS3SDK release date
Replies: 15
Views: 19049

If anything, maybe a lot of younger programmer with a PS3 should look at this as an oppurtunity to get back to the basics of 3d graphics. After all, I remember it being a hell of a lot of fun writing my own rasterizer back in the days before 3d accelleration. I reckon a lot of you kids have been sp...
by Vincent_M
Mon Apr 14, 2008 3:16 pm
Forum: PSP Development
Topic: XML
Replies: 4
Views: 2919

Did you link the library to your project in your makefile? Not too sure if that is what you have to do. Never used it myself, but trying to be helpful ;)
by Vincent_M
Tue Apr 08, 2008 12:14 pm
Forum: PSP Development
Topic: Quaternions
Replies: 3
Views: 2579

Hmm... I'm going to check it out. I have interpolated implemented through my own way, but I think there is a small error. All orientations are perfect except that some of the objects scale down to 0.0f and then back up to 1,0f even though all scale keys are set to 1.0f. The scaling is implemented co...
by Vincent_M
Sat Apr 05, 2008 5:53 pm
Forum: PSP Development
Topic: Little help with augmented reality
Replies: 13
Views: 6413

That's a good question. It really depends on the framebuffer. If the framebuffer you are getting data from is 32-bit, you would want to use an unsigned int (32-bit) like you suggested. If the framebuffer is 16-bit, you would want to make it an unsigned short (16-bit). Make sure they are unsigned.
by Vincent_M
Sat Apr 05, 2008 8:17 am
Forum: PSP Development
Topic: get pixel color from screen *HELP*
Replies: 3
Views: 2650

check your previous post. I aswersd it a while ago...
by Vincent_M
Sat Apr 05, 2008 12:57 am
Forum: PSP Development
Topic: downloading files?? from internet.....How?
Replies: 27
Views: 19937

@FaderX: What exactly was going on when you started up your application? Did anything go wrong, or did nothing work?
by Vincent_M
Sat Apr 05, 2008 12:41 am
Forum: PSP Development
Topic: Polygon Tessellation
Replies: 9
Views: 5514

Just another question to bump this up a bit: would frustum clipping be kind of processor-heavy? Even if it was, I would still really want to add that in because it clips the polygons well, and it would eliminate the need for a guard band.
by Vincent_M
Fri Apr 04, 2008 12:45 pm
Forum: PSP Development
Topic: Quaternions
Replies: 3
Views: 2579

Sorry for posting twice, but this is kinda huge. I think I solved the problem. Here's my code: if&#40;NumAnimations > 0&#41; &#123; ScePspFMatrix4 mat; printf&#40;"number of frames&#58; %i\n", Animations&#91;0&#93;.NumFrames&#41;; for&#40;int i=0;i<Anima...
by Vincent_M
Fri Apr 04, 2008 12:32 pm
Forum: PSP Development
Topic: Quaternions
Replies: 3
Views: 2579

Quaternions

Alright, quaternion support has been added to the .x loader! I tried applying quaternions loaded from an .x file to my transformation matrices. Eventually, I'll be working with interpolated animation that will drastically cut down on key-frames needed, but so far, no go.. I'm pretty close though. He...
by Vincent_M
Fri Apr 04, 2008 3:31 am
Forum: PSP Development
Topic: Little help with augmented reality
Replies: 13
Views: 6413

This is sa good question, and you would have to get a bit creative to get it. I can only think of an expensive way of does this right now. Well maybe, I'm thinking this up as I go. What you would want to do is have a pointer point to the current display buffer. That will be the final image being cur...
by Vincent_M
Fri Apr 04, 2008 2:59 am
Forum: PSP Development
Topic: Polygon Tessellation
Replies: 9
Views: 5514

Is GE's hardware clipper doing such a bad job you need to clip manually? Yeah, there are some major issues with polygon clipping here. A frustum will be needed. You don't clip vertices, you clip triangles. So each triangle which is 3 of those vertices gets clipped and might generate some extra vert...
by Vincent_M
Wed Apr 02, 2008 3:27 pm
Forum: PSP Development
Topic: Polygon Tessellation
Replies: 9
Views: 5514

Polygon Tessellation

Ok, let's say I wanted to create a polygon clipping frustum for my 3D models. I have a the frustum almost created which is constructed based on the projection and view matrices. What would be a good approach to tessellate polygons? Lets say that I have an array of vertices: sVertex vert&#91;99&a...
by Vincent_M
Wed Apr 02, 2008 5:18 am
Forum: PSP Development
Topic: VRam and Alpha
Replies: 2
Views: 2426

It should work. Alpha blending works for me for images both in and out of vram. Post up some code, that will help us help you. ;)
by Vincent_M
Wed Mar 19, 2008 3:22 pm
Forum: PSP Development
Topic: a sample to decode a psp mp4(avc) file
Replies: 30
Views: 72513

Windows has never been necessary to make a Pandora battery... see e.g. http://psp.jim.sh/fanjita/linux.txt. These days, just follow a guide like http://forums.exophase.com/showthread.php?t=3780 and you won't need a PC at all other than to move files around.
Thanks, that's just what I need.
by Vincent_M
Wed Mar 19, 2008 3:15 pm
Forum: PSP Development
Topic: anyone can give me a WANL CONNECTION demo?
Replies: 6
Views: 3506

Yeah, take a look at the 'simple' sample in the net folder in the pspsdk samples. It will show you how to connect to an access-point. The next thing you want to do is get into socket programming. There's some pretty good guides out there. If you want to jump into that, do a google search on "be...
by Vincent_M
Fri Mar 14, 2008 3:46 pm
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

Can't rightly say I know ANYONE who's done multiple locals vs multiple externals. It's always multiple locals, period, or one local, period. Yeah, that's how I would think anyone would do it too. After all, there's only one console hooked up to an access-point usually. I'd only want to have multipl...
by Vincent_M
Fri Mar 14, 2008 7:23 am
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

Ok, so I just need to forward a port so that my PSP can contact all the other PSPs out there in the network. However, what if I had 3 PSPs running locally in the same game playing with 5 other PSPs located all over the world? Would I need to forward 3 ports: one for each PSP then?
by Vincent_M
Fri Mar 14, 2008 2:20 am
Forum: PSP Development
Topic: Graphics optimisation?
Replies: 1
Views: 1669

Well, post the code you have. This is kind of a general field of discussion. There are some things you could do though: -Avoid texturing vertices as much as you can -Use the GUM for transforming your models with the hardware instead of transforming them yourself -Use the least amount of vertices you...
by Vincent_M
Thu Mar 13, 2008 1:16 pm
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

So then I won't have to mess with NAT or anything like that? How would the people across the internet be able to access others' games they have online? Would they do it the same way they would if it was working locally, but instead using my external address?
by Vincent_M
Thu Mar 13, 2008 6:59 am
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

Ok, I knew it was a hardware thing that the router handles from a little research, but I thought there could possibly be a way of checking it with specific functions or something like that... I don't know, but I'll look into it more. NAT sounds like an algorithm, and that there are different algorit...
by Vincent_M
Thu Mar 13, 2008 3:12 am
Forum: PSP Development
Topic: a sample to decode a psp mp4(avc) file
Replies: 30
Views: 72513

I uh, kinda still use FW 1.5 because I haven't gotten around to making a Pandora Battery (I don't have XP on a computer I can get to...). Is it possible to do this with a 1.5 PSP? Are there methods for creating a Pandora's Battery on 64-bit Vista or 64-bit Linux systems out there?
by Vincent_M
Wed Mar 12, 2008 11:47 pm
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

Ok, I'll research them. How do I use them in programming in programming? Do I have to write something from scratch, or are there options with the socket library I can use to use NAT? I've been trying to figure out how to use NAT, but all I know right now is that it is something that the router does...
by Vincent_M
Wed Mar 12, 2008 2:53 pm
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

So, then all I would have to do is use my external address instead of my local one when I go to bind my client socket information?
by Vincent_M
Tue Mar 11, 2008 2:10 am
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

Does the XBOX360 and PS3 have to forward ports when they go online? I know that the XBOX360 checks the NAT when it attempts to connect to XBOX LIVE.

It won't just be my PSP people will be conecting to. The player of the game can choose to host (be the server) or join (be the client) the game.
by Vincent_M
Mon Mar 10, 2008 3:14 am
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

I don't have a domain name though. I need my PSP to be converted to an external IP address though, wouldn't I because that is what I am using as the game server?
by Vincent_M
Sat Mar 08, 2008 6:20 am
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

So, how to do I obtain the NAT software-wise since the router will give that to me?
by Vincent_M
Sat Mar 08, 2008 4:08 am
Forum: PSP Development
Topic: Multiple threads working together?
Replies: 7
Views: 4717

So my method of using global variables is not the best method? Semaphores just restricts access, but does not give access? The article I read in Wikipedia gave me the same impression. So then the data would have to be global, and the semaphores would be used to restrict the access of the data. I cou...
by Vincent_M
Sat Mar 08, 2008 4:03 am
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

Ok, I'll use both protocols then. I have a simple TCP game setup between two PSPs right now. They are run through my 2WIRE router/access-point. Does that mean that my application will be able to run through the internet as well as long as the port I use is free? Also, I am using one port in my TCP g...
by Vincent_M
Sat Mar 08, 2008 3:24 am
Forum: PSP Development
Topic: Using TCP and UDP at Once
Replies: 22
Views: 12077

Using TCP and UDP at Once

Is it a good idea to use TCP and UDP in the same application. For example, think of an online deathmatch game. UDP could be used to update positions and animation states while TCP could send crucial data such as scoring and other stuff. If I send UDP messages every frame, and a packet gets lost alon...
by Vincent_M
Sat Mar 08, 2008 3:04 am
Forum: PSP Development
Topic: Multiple threads working together?
Replies: 7
Views: 4717

There is also a ghetto way of doing this as well. You can make the data you want access to global, but keep in mind that there are restrictions... ;)