be2003’s Yeti3D PSP port

Sony PSP - Image 1Homebrew coder be2003 has just announced the recent release of the PSP port of Yeti3D. In case you guys are wondering what this application is, Yeti3D is a 3D engine originally built by Derek Evans for the Game Boy Advance back in 2003.

Be2003 notes is that this version isn’t dependent on SDL – it’s a pure PSP port. Here’s a glimpse of the engine’s technical notes (for the sake of the curious devs):

  • The current viewport is 120×80 pixels, 15bit.
  • All textures are 64×64 8bit.
  • Textures are converted to 15bit via a pre-calculated lighting LUT.
  • Polygons can be any convex shape. Only squares are currently used.
  • Each vertex is described as X, Y, Z, U, V and brightness.
  • The renderer uses 24:8 fixed point maths.
  • Polygons are clipped in 3D space using 45 degree planes. Distance to plane  calculations therefore use only additions and subtractions.
  • Polygon edges are clipped using one divide and 6 multiplies.
  • 4 clipping planes are used. No front plane is required. No back plane is used.
  • No per-span clipping is used. Fixed point errors are hidden offscreen.

Full technical notes, installation/usage details, and contact addresses are available in the file README – we strongly advise would-be users to check those out before using this application. There’s also the matter of the bundled GNU license, which guys here will need to read as well.

Download: be2003’s Yeti3d PSP Port

Via PS2 Dev Forums

Sony PSP - Image 1Homebrew coder be2003 has just announced the recent release of the PSP port of Yeti3D. In case you guys are wondering what this application is, Yeti3D is a 3D engine originally built by Derek Evans for the Game Boy Advance back in 2003.

Be2003 notes is that this version isn’t dependent on SDL – it’s a pure PSP port. Here’s a glimpse of the engine’s technical notes (for the sake of the curious devs):

  • The current viewport is 120×80 pixels, 15bit.
  • All textures are 64×64 8bit.
  • Textures are converted to 15bit via a pre-calculated lighting LUT.
  • Polygons can be any convex shape. Only squares are currently used.
  • Each vertex is described as X, Y, Z, U, V and brightness.
  • The renderer uses 24:8 fixed point maths.
  • Polygons are clipped in 3D space using 45 degree planes. Distance to plane  calculations therefore use only additions and subtractions.
  • Polygon edges are clipped using one divide and 6 multiplies.
  • 4 clipping planes are used. No front plane is required. No back plane is used.
  • No per-span clipping is used. Fixed point errors are hidden offscreen.

Full technical notes, installation/usage details, and contact addresses are available in the file README – we strongly advise would-be users to check those out before using this application. There’s also the matter of the bundled GNU license, which guys here will need to read as well.

Download: be2003’s Yeti3d PSP Port

Via PS2 Dev Forums

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