Missing piece from my game development?
Posted: Sun May 15, 2005 12:19 pm
I have a loader running. I've looked at many of the demos. I have my dev environment setup on cygwin; cvs updated with no errors. This is too cool!
I've read everything I can get my hands on. I'm starting to get the overview. I think ps2sdk is providing access to all the non-graphics h/w pieces plus the basic DMA control to the graphics h/w. I think the graphics libraries are providing coordinated communication to the graphics h/w but only the primitives and the GS effects. I've been looking for the functions or methods that would provide the kind of effects high end games have like smooth rolling terrain or blended polygons making up facial expressions, or character clothing that moves naturally as the character moves and looks like one countinous piece of cloth instead of a couple hundred triangles with all their edges showing. The closest I found was a sample VU0 micro code for bezier curves. The notation stated it was not for actual use; only an example. And it's not exactly what I was looking for. I get how the EE can set up the geometry vectors and the VU and GS can paint them.
I am wondering if I missed something at a more basic level for blending polygons in the GS or is this the kind of thing that's done with custom VU code?
I would like to create a ground plane in my model space that has various elevations. I need it to look natural and have my characters be able 'travel across the ground' without stepping inside the ground or hovering above it. I would appriciate some keywords to point me in the right direction. Thanks guys,
I've read everything I can get my hands on. I'm starting to get the overview. I think ps2sdk is providing access to all the non-graphics h/w pieces plus the basic DMA control to the graphics h/w. I think the graphics libraries are providing coordinated communication to the graphics h/w but only the primitives and the GS effects. I've been looking for the functions or methods that would provide the kind of effects high end games have like smooth rolling terrain or blended polygons making up facial expressions, or character clothing that moves naturally as the character moves and looks like one countinous piece of cloth instead of a couple hundred triangles with all their edges showing. The closest I found was a sample VU0 micro code for bezier curves. The notation stated it was not for actual use; only an example. And it's not exactly what I was looking for. I get how the EE can set up the geometry vectors and the VU and GS can paint them.
I am wondering if I missed something at a more basic level for blending polygons in the GS or is this the kind of thing that's done with custom VU code?
I would like to create a ground plane in my model space that has various elevations. I need it to look natural and have my characters be able 'travel across the ground' without stepping inside the ground or hovering above it. I would appriciate some keywords to point me in the right direction. Thanks guys,