ODEPsp: Difference between revisions

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ODEPsp is a demo version of an ODE(Open Dynamics Engine) port.
ODEPsp is a demo version of an ODE (Open Dynamics Engine) port.


ODE is a real-time physics engine software development kit. Its two main components are a rigid body dynamics simulation engine and a collision detection engine.
ODE is a real-time physics engine software development kit. Its two main components are a rigid body dynamics simulation engine and a collision detection engine.
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It is free software licensed both under the BSD license and the LGPL.
It is free software licensed both under the BSD license and the LGPL.


Features
==Features==
- All ODE source code in one folder, making changes easy.
* All ODE source code in one folder, making changes easy.
- Sample demonstrates setting up 3D world with textures and mipmapping.
* Sample demonstrates setting up 3D world with textures and mipmapping.
- Sample demonstrates dropping cubes onto a plane using ODE and it's integration with GU functions.
* Sample demonstrates dropping cubes onto a plane using ODE and it's integration with GU functions.
- ODE source includes convex mesh source, but it is not linked because convex meshes are almost impossible to use because of their stability problems. Also, this reduces Eboot size slightly.
* ODE source includes convex mesh source, but it is not linked because convex meshes are almost impossible to use because of their stability problems. Also, this reduces Eboot size slightly.
- Sample currently runs using frame time as ODE parameters, this can make the framerate jump about, but keeps it as high as possible. Using the alternate method (fixed timestep) gives a stable 40-60 FPS, whereas framerate timestep can give 30-100FPS.
* Sample currently runs using frame time as ODE parameters, this can make the framerate jump about, but keeps it as high as possible. Using the alternate method (fixed timestep) gives a stable 40-60 FPS, whereas framerate timestep can give 30-100FPS.
- There is some commented out source code for arranging the blocks in a wall, rather than a tower. This is included for learning purposes, and needs tweaking to become stable.
* There is some commented out source code for arranging the blocks in a wall, rather than a tower. This is included for learning purposes, and needs tweaking to become stable.
- Sample includes helper functions that return a PSP matrix from an ODE body, making GU integration easy.
* Sample includes helper functions that return a PSP matrix from an ODE body, making GU integration easy.
- Sample includes a Pause/Unpause simulation button to compare Framerates of ODE with purely graphical load.
* Sample includes a Pause/Unpause simulation button to compare Framerates of ODE with purely graphical load.


Compatibility
==Compatibility==
Currently this program will only run on PSPs with Firmware version 1.0 or 1.50.
Currently this program will only run on PSPs with Firmware version 1.0 or 1.50.


References
==External links==
Author's webpage, http://www.anonymoustipster.com
* Author's website - http://www.anonymoustipster.com
QuickJump, https://www.qj.net/odepsp-alternate-version-demo
* QuickJump - [https://web.archive.org/web/20210324184718/https://qj.net/odepsp-alternate-version-demo https://www.qj.net/odepsp-alternate-version-demo] (archived)

Revision as of 14:07, 2 August 2021

ODEPsp
ODEPsp.jpg
General
Author(s)AnonymousTipster
TypeDemo
Versionalternate Version Demo
LicenceMixed
Links
Download
Website
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ODEPsp is a demo version of an ODE (Open Dynamics Engine) port.

ODE is a real-time physics engine software development kit. Its two main components are a rigid body dynamics simulation engine and a collision detection engine.

It is free software licensed both under the BSD license and the LGPL.

Features

  • All ODE source code in one folder, making changes easy.
  • Sample demonstrates setting up 3D world with textures and mipmapping.
  • Sample demonstrates dropping cubes onto a plane using ODE and it's integration with GU functions.
  • ODE source includes convex mesh source, but it is not linked because convex meshes are almost impossible to use because of their stability problems. Also, this reduces Eboot size slightly.
  • Sample currently runs using frame time as ODE parameters, this can make the framerate jump about, but keeps it as high as possible. Using the alternate method (fixed timestep) gives a stable 40-60 FPS, whereas framerate timestep can give 30-100FPS.
  • There is some commented out source code for arranging the blocks in a wall, rather than a tower. This is included for learning purposes, and needs tweaking to become stable.
  • Sample includes helper functions that return a PSP matrix from an ODE body, making GU integration easy.
  • Sample includes a Pause/Unpause simulation button to compare Framerates of ODE with purely graphical load.

Compatibility

Currently this program will only run on PSPs with Firmware version 1.0 or 1.50.

External links

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