Homebrew 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 120x80 pixels, 15bit.
- All textures are 64x64 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.
Download: be2003's Yeti3d PSP Port
Via PS2 Dev Forums
Homebrew 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 120x80 pixels, 15bit.
- All textures are 64x64 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.
Download: be2003's Yeti3d PSP Port
Via PS2 Dev Forums
