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NEW RELEASE: 3D Character Animation library

 
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ginka



Joined: 17 Feb 2006
Posts: 15

PostPosted: Thu Mar 16, 2006 3:43 am    Post subject: NEW RELEASE: 3D Character Animation library Reply with quote

Here's my first release of psp software. It's a port of
cal3d http://cal3d.sourceforge.net and a custom
3D demo of the cally skeleton model for the psp using PSPGL as the
rendering api. I've tested it under 1.5 and everything works fine.
It _should_ work under 2.x since I'm only using pspgl and freetype
with no net/usb/kernel access - so please let me know. Here's a screenshot:


Get the demo from here: http://207.210.78.49/cal3D-RC1.zip

Since this library might be useful for others, I'd like to get the new
demo and required patches into the main cal3d cvs tree. I'll drop
them a line and see if they're interested. However, I will be making
further changes to the source to add psp features, so at some point
I might need to fork it... hope not though.
And thanks to zilt for the webspace.


Last edited by ginka on Fri Mar 17, 2006 11:32 am; edited 1 time in total
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JesusXP



Joined: 17 Jan 2006
Posts: 80
Location: Ontario, Canada

PostPosted: Thu Mar 16, 2006 5:52 am    Post subject: Reply with quote

very sick ginka!! good work man!
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Oobles
Site Admin


Joined: 17 Jan 2004
Posts: 362
Location: Melbourne, Australia

PostPosted: Thu Mar 16, 2006 10:17 am    Post subject: Reply with quote

Looks like a great tool. Would you like Subversion access, so you can add it to the collection of tools here? Send me a private message and I can organise it.

David. aka Oobles.
http://www.livemedia.com.au/Blog
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ginka



Joined: 17 Feb 2006
Posts: 15

PostPosted: Fri Mar 17, 2006 11:27 am    Post subject: Reply with quote

Oobles wrote:
Looks like a great tool. Would you like Subversion access, so you can add it to the collection of tools here?


I was planning on trying to get the changes into the main cal3d repository - but I think it'll end up being better to use ps2dev's svn repos instead. I'll submit patches back to the main line, but with the number of core changes I want to make over the next several weeks to optimze the code specifically for the PSPs feature set ( hardware skinning, native vertex formats and some of those yummy looking Quaternion routines ) it'll probably diverge to much. I should be ready to commit the code early next week. So, yes, it'd be nice to have svn access - thanks :)

ginka
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