After some thoughts on the project and some consulting with the others involved, I decided to release the triEngine that was being developed by Tomaz, InsertWittyName and me for public. Unfortunately the old assembla space somehow denied to let me make it public, so I had to create a new space and reimport the SVN tree.
So what does this “triEngine” do? Well, it provides you with pretty much everything necessary to start writing a game on PSP. It comes with a set of 2D graphics functions with support for animated sprites, a basic 3D interface with rendertargets and some blur functions, a full OpenGL style texture manager that keeps your textures in VRAM, a font system based on TTF fonts, audio playback for AT3 and WAV files, video playback for PMP files (yay, intro videos!), a full-featured particle system with lots of functions, WiFi code for multiplayer support, a fancy ingame console over PSPLINK to be able to control and adjust your variables at runtime (Quake style CVARs) plus some other helpul things.
However, it’s not a finished product - it was still a WIP until this release, so there’s no guarantee that everything works without problems (even though it was tested with various test samples - all available in src/tests). That it is functional nonetheless can be seen through my “Mudkip Adventures” game - it is entirely written around triEngine.
So here you go, released under GPL for the time being (License might change to a more liberal one later on):
trac (SVN browser, ticketing):
http://trac2.assembla.com/openTRI
SVN repository:
http://svn2.assembla.com/svn/openTRI
For anyone that wants to commit code, please read the coding style specification first:
http://www.fx-world.org/tri/coding_s...cification.txt