NEW RELEASE: 3D Character Animation library

Discuss the development of new homebrew software, tools and libraries.

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ginka
Posts: 15
Joined: Fri Feb 17, 2006 2:27 am

NEW RELEASE: 3D Character Animation library

Post by ginka »

Here's my first release of psp software. It's a port of
cal3d http://cal3d.sourceforge.net and a custom
3D demo of the cally skeleton model for the psp using PSPGL as the
rendering api. I've tested it under 1.5 and everything works fine.
It _should_ work under 2.x since I'm only using pspgl and freetype
with no net/usb/kernel access - so please let me know. Here's a screenshot:
Image

Get the demo from here: http://207.210.78.49/cal3D-RC1.zip

Since this library might be useful for others, I'd like to get the new
demo and required patches into the main cal3d cvs tree. I'll drop
them a line and see if they're interested. However, I will be making
further changes to the source to add psp features, so at some point
I might need to fork it... hope not though.
And thanks to zilt for the webspace.
Last edited by ginka on Fri Mar 17, 2006 11:32 am, edited 1 time in total.
JesusXP
Posts: 79
Joined: Tue Jan 17, 2006 11:16 am
Location: Ontario, Canada

Post by JesusXP »

very sick ginka!! good work man!
Oobles
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Location: Melbourne, Australia
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Post by Oobles »

Looks like a great tool. Would you like Subversion access, so you can add it to the collection of tools here? Send me a private message and I can organise it.

David. aka Oobles.
http://www.livemedia.com.au/Blog
ginka
Posts: 15
Joined: Fri Feb 17, 2006 2:27 am

Post by ginka »

Oobles wrote:Looks like a great tool. Would you like Subversion access, so you can add it to the collection of tools here?
I was planning on trying to get the changes into the main cal3d repository - but I think it'll end up being better to use ps2dev's svn repos instead. I'll submit patches back to the main line, but with the number of core changes I want to make over the next several weeks to optimze the code specifically for the PSPs feature set ( hardware skinning, native vertex formats and some of those yummy looking Quaternion routines ) it'll probably diverge to much. I should be ready to commit the code early next week. So, yes, it'd be nice to have svn access - thanks :)

ginka
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