Hey everyone. I have been writing this managed 3D game engine for PSP. It's written in C++ (only C on PSP >.< but I managed to sneak classes in mu modules), with the standard sony graphics unit (sceGu), and it supports bgm and network connectivity. In the near future, I'll surely add some features (see CODE block A).
The reason for my post is because I am aiming for a cross-platform engine, and I was wondering what console I should port this to?
The engine itself will also be ported to PC, as the PSP SDK is essentially in OpenGL2.0... The roadblock I'm trying to pass is a way to display an OpenGL window on multiple Operating Systems (can test on WinXP/Win7, and also on Debian6/Backtrack4, need testers for MacOS (in a couple months/years)Code:Playstation 1 (found SDK, but never looked at it)
Playstation 2 (PS2DEV.org is dead, does anyone have the devkit?)
Nintendo DS (looked fairly simple a year or so ago, but the 3D will be lessened (reduced quality))
Nintendo 64 (just to LOL)
Nintendo Gamecube
SEGA Dreamcast
Android (the NDK would be fastest, but C on Android it might not work on all phone models... Apparently the OpenGL-lookalike in Android's Java SDK is pretty good... we'll see)
iTouch/iPhone (I'm just putting that up there, but I don't have any apple products and don't really care much for them...)
BLOCK ACode:CURRENT FEATURES:
- 3D game engine (tested with 15000 polygons at 60FPS);
- Stereo BGM;
- Network TCP Socket (Client-side only, for now)
- Button mapping, thread-safe
WORKING ON:
- 3D Anaglyph display (red/blue, cyan/magenta)
- Sound FX without cutting BGM
- microphone input
TO-DO LIST:
- Wiki pages;
- Simplified Sample Code;
- 2D layout over 3D gameplay (not hard, just didn't bother to do it yet);
- Script parser (NPC, shops, quests);
- HD output for PSP (720p via Component cable (PSP-2000/3000/Go only);
- lots more I'm not thinking of right now...