LuaGL binary for PS2
Posted: Wed Jan 26, 2005 2:09 pm
download from http://ps2dev.org/kb.x?T=1135
contact me for source
this is the readme from the zip...
What is it
~~~~
A port of the LuaGL module (version v1.01) to Playstation 2.
What does it do
~~~~
See it in action by trying the asteroids example:
cd asteroids
./asteroids.sh
What else can it do
~~~~
LuaGL.elf can execute byte compiled scripts or compile them at
runtime. I have provided a non-compiled example that may run on
other platforms.
I also patched in another module I've written, LuaPad. This allows you
to use the game pad.
Any of the basic OpenGL routines may work. Be cautious of anything not
used by the asteroids example.
Requirements
~~~~
Composite video output, gamepad and the scripts to be loaded from host:
It doesn't work!
~~~~
I use a PAL PS2 running ps2link, and I upload via ps2client from a
unix environment. Let me know if it works in a different environment.
If you suspect these conditions are not at fault, I'd suggest trying
these things:
- check the gamepad
- use ps2link with ps2client
- private message me with all of the details.
- remember, all of the details
Limitations
~~~~
Lua scripts compiled on platforms other than PS2 are unlikely to
execute on PS2.
Doing all the OpenGL calls and collision detection in Lua is slow.
Future
~~~~
Open Dynamics Engine for complicated shapes and faster collision detection.
Who am I
~~~
rinco
When did this happen
~~~~
Started project on 14th of Dec 2004.
Completed milestone "Asteroids" on 13th of Jan 2005.
Packaged binary and published on 26th of Jan 2005.
Apologies
~~~~
Sorry about the printf()s.
Thanks
~~~~
The Lua team - Lua and LuaGL
Pixel - for porting Lua
Dreamtime - DreamGL
#ps2dev - Help
Yindo.com - Asteroids example
contact me for source
this is the readme from the zip...
What is it
~~~~
A port of the LuaGL module (version v1.01) to Playstation 2.
What does it do
~~~~
See it in action by trying the asteroids example:
cd asteroids
./asteroids.sh
What else can it do
~~~~
LuaGL.elf can execute byte compiled scripts or compile them at
runtime. I have provided a non-compiled example that may run on
other platforms.
I also patched in another module I've written, LuaPad. This allows you
to use the game pad.
Any of the basic OpenGL routines may work. Be cautious of anything not
used by the asteroids example.
Requirements
~~~~
Composite video output, gamepad and the scripts to be loaded from host:
It doesn't work!
~~~~
I use a PAL PS2 running ps2link, and I upload via ps2client from a
unix environment. Let me know if it works in a different environment.
If you suspect these conditions are not at fault, I'd suggest trying
these things:
- check the gamepad
- use ps2link with ps2client
- private message me with all of the details.
- remember, all of the details
Limitations
~~~~
Lua scripts compiled on platforms other than PS2 are unlikely to
execute on PS2.
Doing all the OpenGL calls and collision detection in Lua is slow.
Future
~~~~
Open Dynamics Engine for complicated shapes and faster collision detection.
Who am I
~~~
rinco
When did this happen
~~~~
Started project on 14th of Dec 2004.
Completed milestone "Asteroids" on 13th of Jan 2005.
Packaged binary and published on 26th of Jan 2005.
Apologies
~~~~
Sorry about the printf()s.
Thanks
~~~~
The Lua team - Lua and LuaGL
Pixel - for porting Lua
Dreamtime - DreamGL
#ps2dev - Help
Yindo.com - Asteroids example