Archive for the ‘openTri’ Category

triEngine latest updates

Wednesday, August 27th, 2008

Lately, triEngine has been updated again by me. A lot of fixes and new features have been added.

Here’s some of the log messages:

  • Added default sprite mode width/height (if set to 0) resolving to image width/height.
  • Changed triDraw*Rotate to not depend on ortho mode anymore (Thanks Xfacter).
  • Added double displaylist optimization.
  • Added triple Sysram buffer mode that saves up VRAM (API change for triInit() required).
  • Added TRI_DLIST_SIZE_KB macro to override the display list size.
  • Added new triDraw primitives and fixed triDrawCircle functions (also don’t require a numSteps parameter anymore).
  • Added inbuilt font.
  • Added support for saving/loading own file format (trf) and compile without Freetype (TRI_SUPPORT_FT).
  • Added function to make a font mono spaced.
  • Fixed font drawing bug.
  • Added triArchive (by tommydanger).
  • Added custom particle render function.
  • Added more documentation to triGraphics.
  • Created branch/modelanimation for preliminary implementation of model animation support.

Also, the documentation has been regenerated, to match revision 30: http://tri.fx-world.org/doc/html/

Apart from that, tommydanger has started working on some tools to support triEngine. The first will allow you to create triArchive files easily to use in your game. The next is a small image converter for saving triImage files.

Projects using triEngine

Thursday, August 21st, 2008

Lately a lot of (great) projects that make use of triEngine have emerged. It’s nice to see this engine finally get recognized in the scene, so I decided to give contribution by listing some of those projects.

First today is Geometry Wars PSP written by Sturatt:
http://forums.qj.net/showthread.php?t=143852

Next is a PDF reader application by sauron le noir:
http://forums.ps2dev.org/viewtopic.php?t=10845

Also LuaPlayer HomeMister v2 (LPHMv2) is based on triEngine to speed up Lua and compete with PGE Lua:
http://forums.qj.net/showpost.php?p=2102549&postcount=100

If you too have a project in the works that makes use of triEngine, please feel free to post a feedback and tell me about it. I’m eager to hear of more :)

On a sidenote: I have found the supposedly lost MotionKit driver source of the 1.0b release. Seeing how the 1.0 release was a major miss for anyone not just interested in getting the driver working under 3.xx+ kernel, this gives me the chance to fix this issue once and for all. Sound enable will work again, compatibility will be same as 1.0b again, just that it will work under 3.xx+ kernels too and add the new function added to unload the driver module. Hopefully a 1.0 final will be done soon.

triEngine released to public

Thursday, November 29th, 2007

After some thoughts on the project and some consulting with the others involved, I decided to release the triEngine that was being developed by Tomaz, InsertWittyName and me for public. Unfortunately the old assembla space somehow denied to let me make it public, so I had to create a new space and reimport the SVN tree.

So what does this “triEngine” do? Well, it provides you with pretty much everything necessary to start writing a game on PSP. It comes with a set of 2D graphics functions with support for animated sprites, a basic 3D interface with rendertargets and some blur functions, a full OpenGL style texture manager that keeps your textures in VRAM, a font system based on TTF fonts, audio playback for AT3 and WAV files, video playback for PMP files (yay, intro videos!), a full-featured particle system with lots of functions, WiFi code for multiplayer support, a fancy ingame console over PSPLINK to be able to control and adjust your variables at runtime (Quake style CVARs) plus some other helpul things.

However, it’s not a finished product – it was still a WIP until this release, so there’s no guarantee that everything works without problems (even though it was tested with various test samples – all available in src/tests). That it is functional nonetheless can be seen through my “Mudkip Adventures” game – it is entirely written around triEngine.

So here you go, released under GPL for the time being (License might change to a more liberal one later on):
trac (SVN browser, ticketing): http://trac2.assembla.com/openTRI
SVN repository: http://svn2.assembla.com/svn/openTRI

For anyone that wants to commit code, please read the coding style specification first:
http://www.fx-world.org/tri/coding_style_specification.txt

UPDATE: A bug and request tracking system has been opened for public: http://trac2.assembla.com/openTRI/newticket