Antimass 3D client

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zilt
Posts: 45
Joined: Tue Feb 21, 2006 11:59 pm
Location: Ontario, Canada
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Antimass 3D client

Post by zilt »

Here's a _very_ early release of my multiuser 3d world client.
I wasn't planning on releasing this for another couple of weeks
until more features were completed, however, that doesn't seem
to be the psp homebrew way :) So, with this release, you can
see 3 skeleton based 3D animated characters. Two of them are
NPCs and just cycle through 7 different sets of animations.
You are the 'paladin'. The walk/run animation is blended
depending on speed ( use the analogue stick ). The camera is
adjustable.

Features I had to disable to get this out now:

- client/server code
- bezier models
- keyboard entry ( very different style then danzel's)
- skeleton performace improvements ( >50% is spent
on normal calculations!! Almost fixed... )


Get it from: http://www.antimass.org/zilt

A couple of snaps:

Image
Image
Edorul
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Joined: Sat May 27, 2006 3:57 am
Location: France
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Post by Edorul »

Great work :)

But is there a chance you post the source code???
It could help many coders here!!!

Regards
zilt
Posts: 45
Joined: Tue Feb 21, 2006 11:59 pm
Location: Ontario, Canada
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Post by zilt »

Yes - I'll be releasing the full source for the client after the next release or two under the GPL license.

[Edit] - but I'm trying to get the cal3D lib into the svn repos today/tomorrow. Just trying to get a svn account at the moment.
"We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocations of equations. These are the tools we employ and we know... many things." -- Elric, B5
zilt
Posts: 45
Joined: Tue Feb 21, 2006 11:59 pm
Location: Ontario, Canada
Contact:

Post by zilt »

The cal3D lib is now in svn.ps2dev.org/psp/trunk/cal3D

Check the README.PSP file for details on building - have fun with it! I'll be commiting performance updates to it over the next little while.

Also, remember that it is 3d api agnostic. I'm personally using it with pspgl since I've been coding opengl for >10 years, but it'll work fine with GU.
"We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocations of equations. These are the tools we employ and we know... many things." -- Elric, B5
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