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Raptor3D




Raptor3D
Version: Alpha1 - Opensource 3D engine

Platforms: PSP, Mobile Gaming


Categories: Programming & Development

Upload date: 24 Sep 11

Developer:

License: Freeware

Downloads: 11

File Size: 23 Kb
Download Free Raptor3D 



Rating: 0.0/5 (Total votes: 0)




  Raptor3D

Just the other day, we had the LTE studios people releasing their custom-made 3D engines for homebrew developers. And since I wasn't quite expecting it, I was pleasantly surprised.

And again, I wasn't expecting any other engines. Atleast not so soon! Well, it's nice to be surprised once in a while. And considering the fact that it's another 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 seperate files for each class."


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.

I've made a forum thread where all the interested developers can discuss. Kojima has also written a small coding guideline which I've pasted in our forums. Good luck with your homebrew games!
 
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