Search found 18 matches

by Lin
Tue Sep 21, 2010 9:32 pm
Forum: Off Topic
Topic: Collision systems WIN
Replies: 5
Views: 10357

Re: Collision systems WIN

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.
by Lin
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 ...
by Lin
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?
by Lin
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 ...
by Lin
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?
by Lin
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 ...
by Lin
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 ...
by Lin
Sat Jul 31, 2010 9:09 pm
Forum: devkitPPC
Topic: Graphics
Replies: 2
Views: 5468

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 ...
by Lin
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 ...
by Lin
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 ...