Update: Just a day after the first alpha was released, Kojima has updated his homebrew 3D engine to incorporate a few new features.
Here's what he had to say:
"This version adds visualizers. Visualizers are a plugin based(I.e to create one you inherit the base visualizer class) and each surface has one.
A visualizer's job is to take and sync data, bind it's resources, then render.
Currently there is one visualizer, VL_VertexArray which as the name suggests adds vertex arrays to raptor, so you should see a big speed up from the last release.
The source is still engine/demo all in one, not seperate it yet. (I don't have a great ide so it's easier for me to keep it all in one atm)"
Just the other day, we had the LTE studios people releasing their custom-made 3D engine for homebrew developers. And since I wasn't quite expecting it, I was pleasantly surprised.
And again, I wasn't expecting any other engines. At least not so soon! Well, it's nice to be surprised once in a while. And considering the fact that it's another 3D homebrew engine for the developers, it does sound great. This time, it's Kojima from the PS2DEV forums with the great accomplishment.
Here's what he had to say:
"Here's the first alpha of raptor 3d. It's a hybrid engine that is a port of MiniB3D by simon harris, and my own engine Trinity, both of which are open source PC GL engines. It's written against the latest svn version of PSPGL and as such requires you have it installed before using this. Currently the project is a single file containing a small demo and the engine, by alpha2 maybe 3, it will be organized into separate files for each class."
Raptor3D
Like the other engine, this one also offers great features:
* SceneGraph with child/parent relationships.
* Multi-texture material (Only 1 one texture supported atm, need to do multi-pass stuff)
* Full suite of entity maniuplation functions, including position/rotate/lookat/scale etc.
* Matrix class.
* 2D Engine using pens for fast orthogonal 2d rendering of rects/lines 2d textures.
* 2D Gui, with windows, buttons, plugin styles and more, including full mouse cursor emulation via the nub, dpad and action buttons, sliders, canvas etc
* Full support for static b3d files made popular by the blitz3d Application.
* Font renderer.(Uses texture based fonts)
* Logger (Create text logs and log output via Logger->Log())
* And some other stuff.
The next version, alpha2 will most probably also add in boned animation and multi-pass texturing.
We've made a forum thread where all the interested developers can discuss. Kojima has also written a small coding guideline which we've pasted in our forums. Good luck with your homebrew games!
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Changelog:
A
made lots of changes to the code, & bug fixes.
actually added a basic GUI finally.
there are 4 maps now, im adding more objects, cars, buildings, houses & maps, etc & looking for ways to make the maps bigger
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