You're shitting me, the DS CPU doesn't have a floating point unit? Crazy as a snake's armpit.
Oh, and yes, this is on the Wii.
Search found 18 matches
- Tue Sep 21, 2010 9:32 pm
- Forum: Off Topic
- Topic: Collision systems WIN
- Replies: 5
- Views: 10357
- Mon Sep 20, 2010 8:30 pm
- Forum: Off Topic
- Topic: Collision systems WIN
- Replies: 5
- Views: 10357
Re: Collision systems WIN
It's a 2D system. I guess it uses AABB although I had forgotten that term. It's just been "my boxes" for the past few months. :) And I guess I have representations of mass and force that I use just a little bit, so it's not purely kinematics. I'm using floats. Why did you use fixed point numbers in ...
- Sun Sep 19, 2010 5:40 pm
- Forum: Off Topic
- Topic: Collision systems WIN
- Replies: 5
- Views: 10357
Collision systems WIN
YESH MY MOVEMENT SYSTEM WORKS! KINEMATICS AND COLLISIONS BABY!
Sorry, it's been a long time coming, and don't have anybody else to say it to. Anybody else have any collision system experiences they'd like to share?
Sorry, it's been a long time coming, and don't have anybody else to say it to. Anybody else have any collision system experiences they'd like to share?
- Wed Aug 18, 2010 9:22 pm
- Forum: Gamecube/Wii Development
- Topic: Mixing GX and direct framebuffer writing
- Replies: 2
- Views: 5517
Re: Mixing GX and direct framebuffer writing
You can either wait for syncro and write your overlays just before copying the frameBuffer... How do you wait for synchro? Synchro with what? Do I actually want to draw my overlays before calling GX_CopyDisp? My code is as follows: GX_Begin(GX_QUADS, GX_VTXFMT0, 56); // some textured quadrilaterals ...
- Mon Aug 02, 2010 5:27 am
- Forum: devkitPPC
- Topic: Commercial Games
- Replies: 20
- Views: 25704
Re: Commercial Games
Where does the name GX come from? Is it in the machine itself, or in some documentation, or something else?
- Sun Aug 01, 2010 5:46 am
- Forum: Gamecube/Wii Development
- Topic: guPerspective crashes my Wii app! help!
- Replies: 2
- Views: 5602
Re: guPerspective crashes my Wii app! help!
The code you gave doesn't actually do anything. I ran it on my machine and it exits immediately, but it doesn't crash. And now that I look carefully at your code, you just create a WiiManager object, (calling initVideoSystem in the process) and then destroy it. I tried putting the loop from neheGX ...
- Sun Aug 01, 2010 5:24 am
- Forum: Gamecube/Wii Development
- Topic: guPerspective crashes my Wii app! help!
- Replies: 2
- Views: 5602
Re: guPerspective crashes my Wii app! help!
guPerspective looks like this: void guPerspective(Mtx44 mt,f32 fovy,f32 aspect,f32 n,f32 f) { f32 cot,angle,tmp; angle = fovy*0.5f; angle = DegToRad(angle); cot = 1.0f/tanf(angle); mt[0][0] = cot/aspect; mt[0][1] = 0.0f; mt[0][2] = 0.0f; mt[0][3] = 0.0f; mt[1][0] = 0.0f; mt[1][1] = cot; mt[1][2] = 0 ...
Re: Graphics
As far as I know, GX is exactly how you operate the graphics processor. There aren't other languages or frameworks. Here's where I started: http://wiki.devkitpro.org/index.php/libogc/GX Be warned, I'm not sure that this is all correct. I found this helpful because I was a complete n00b to 3D ...
- Wed Jul 28, 2010 2:52 am
- Forum: Gamecube/Wii Development
- Topic: Mixing GX and direct framebuffer writing
- Replies: 2
- Views: 5517
Mixing GX and direct framebuffer writing
I started programming the Wii by just writing pixels directly to the framebuffer. I've sinced learned how to use GX to draw textured polygons, which makes blending run much faster than it does on the CPU. Now I want to combine the two methods. I want to draw a scene using GX and then draw some ...
- Sat Jul 24, 2010 5:38 pm
- Forum: Gamecube/Wii Development
- Topic: Textures directly from files
- Replies: 8
- Views: 17012
Re: Textures directly from files
That helped. I got it working at last. The filename definitely needed the path prefix "sd:", and I also needed to call fatMountSimple before the texture load call, as in __io_wiisd.startup(); fatMountSimple("sd", &__io_wiisd); TPL_OpenTPLFromFile(&neheTPL, "sd:/NeHe.tpl") WinterMute, are you some ...