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SG57's Demo Robot PSPGL Example

Posted Jul 10, 2006 at 9:15PM EST by QJ Staff

Listed in: Homebrew Development, Homebrew Demos Tags: FPS, nehe, psp homebrews, Ravine, SG57
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SG57 Robot1SG57 Robot2


Nehe's OpenGL tutorials, which have been ported to work with PSPGL, has inspired a lot of smart minds. This time out, SG57 shows us how the tutorials has sparked some ideas in his head.

Although without previous OpenGL experience and having started learning PSPGL for only three days, SG57 is already converting three OpenGL games and is now presenting us with a his 'from scratch' demo of a walking robot. This is not yet texturized as the developer still needs to make some more tweaks for the details.

To control this Robot PSPGL example, just hit L-Trigger to zoom out and R-Trigger to zoom in. The Start button will exit the application.

Known bugs in this SG57-created example are:

-Left Arm (or Right) Spins in a circle.
-Left and Right arms were supposed to go back and forth like the legs. SG57's current calculations are off but he promises to improve this later on.
-Theres some Z-fighting on the robot's right arm. Zoom in close enough and you'll see some red in the green body - that's called Z-fighting. There isn't any stitching since there aren't textures, but it would be there if there's z-fighting.

If you encounter any other bugs aside from those mentioned above, SG57 will greatly appreciate it if you let him know. So don't forget to leave your constructive criticisms and suggestions in the comment section or contact the developer here.

SG57's good news doesn't end there, however. With the demo, he has just proven he can create animations of 3D models and he hopes to take things a step further.

With Ravine's help, he will be doing a 3D program PSPGL and create a 3D FPS game "worth downloading". With PSPGL, they "can take examples, collision mechanisms, AI examples, textures, techniques, etc. from any other open source OpenGL FPS" - and with the seven openGL FPS open source that SG57 has collected, he is now confident that they have enough to get them started. Right now, their 3D FPS game has an 88%-completed world. So do watch out for this seemingly exciting project from SG57 and Ravine!

Download: [SG57's Demo Robot PSPGL Example]
Discuss: [Forum Release Thread of SG57s Demo Robot PSPGL Example]



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Comments 


 
# niceGuest 2006-07-10 22:35
nice. maybe cs in the far future ? lol

Reply
 

 
# lil mix up QJGuest 2006-07-10 23:44
L trigger = zoom out

R trigger = zoom in



Oh and 88% world done means the walls, floor, sky and walking around (crouching,runn ing,walking,jum ping) is done.



The wall textures are failing to load so i may just substitue them with a color for now. Oh and as for hte 3 games im porting, one is agravity tech demo taht is a game and a good use of gravity pull for this FPS. It works fine but im having some miscalculations taht anonymous tipster is helping me with...

Reply
 

 
# oh myGuest 2006-07-10 23:57
...more promisings of the "PSP Media Player" coder... lol. Wasn't there supposed to be at least a beta or alpha out for 2 months now? Nothing till now so far.

Now aiming at an even bigger project won't help you learn the basics first.

Programming is not like you playing LEGO, where you just snap some parts together and you're finished. That goes for media players as well as for FPS and as well as for any other real programming project.

Reply
 

 
# What??Guest 2006-07-11 00:06
Making of that robot is covered in OpenGl book(I don't remember title) I have,and it's fairly simple to do and port to psp,it's 15 minutes of work.And model and animation?? It's only a one 3d cube,clned few times,and modeled with glScalef and glRotatef instructions.Nothing special,and not worth main page.

Reply
 

 
# andGuest 2006-07-11 00:09
and that robot isn't even moving,it's just a legs moving(turning) ,and the whole robot rotation.

Reply
 

 
# mehGuest 2006-07-11 01:12
I wish QJ would stop approving these posts were people are following tutorials and posting it, it's really lame. Not to mention that their 'FPS project' basically means they're going to rip parts from other games and muddle them all together, doing very little of the work themselves.

Reply
 

 
# tutorials?Guest 2006-07-11 02:16
where can we find these 'Nehe's OpenGL tutorials' ?

Reply
 

 
# OkayGuest 2006-07-11 03:19
Why release a demo, without the source?

Reply
 

 
# .Uber0ne 2006-07-11 05:59
Considering the fact that SG is suposedly 14-- http://www.psp-programming.com/dev-forum/viewtopic.php?t=463&postdays=0&postorder=asc&start=30

(about 3 posts down) --this is pretty cool to the mass media who doesnt know how to do alot of C/C++ programming.

Reply
 

 
# how is this cool?Guest 2006-07-11 07:18
It's a plain rip off someone elses tutorial code, calling it "made from scratch": http://www.cprogramming.com/tutorial/gl6.html



That's plain BS and should be removed from the frontpage. He doesn't even release his source (most likely because its rather easy to spot it's not his own work), so how should this help anyone else than himself to get some attention?

Reply
 

 
# i never askedGuest 2006-07-11 10:57
i never asked for a front page. and no this isnt from a tutorial since it uses skeletal animations, not booling where after it rotates to a certain angle it goes backwards or w/e.



Skeletal animations are much harder seeing as how you must place an invislbe wireframe stick figure in him with points (verticies) on ever moving part.



Plus i said this was a demo with an announcement of what to come. I never mailed this in. I never really wanted this front page, but w/e.



Oh and as for the media player, SonyPSP is totally out of it casue his psp was stolen, got upgraded to 2.71 also and a few other horrible things. So now i dont havea GFX guy to continue... But i have OGG, MP3 and all of Mikmod in there, with a full featured skinnable via config file. Ill continue on it alone later...

Reply
 

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