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Author Topic: funcLib 1.0.1 {Update 14 June 2008}  (Read 19574 times)
Sleepy
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« on: December 10, 2007, 05:36:32 PM »

Finally the release of Sleepy's and Flatmush's long term secret project is here! Welcome to funcLib!

About
funcLib is a function library for the PSP, designed to help programmers program a little more easily and a bit more efficiently. It shortens programming time for pros, and also makes it simpler for the newer members of the scene to join in.

funcLib is currently an arrangement of files containing functions which are seperated and commented to make it easier for you to search through them. We're hoping to make it interactive in the future, but don't hold your breath.


Download funcLib:
funcLib.juliusparishy.com in the download section.
It is available as a ZIP file or in a self-extracting archive.


Features:
    * BMP Loading, TGA Loading/Saving, PCX Loading, RAW Loading/Saving
    * Full texture support with swizzling, mipmap and palette support aswell as vmem.
    * Easy and extendable graphics API with support for perspective and ortho modes aswell as vsync, Show FPS, etc.
    * Memory allocation module, with vmem allocation included aswell as a simple paging mechanism, memory pooling, scratchpad usage, stride allocation and much more.
    * File wrapper that allows loading of files from memory aswell as from the memorystick and from a pbp-plus file aswell as additional functions.
    * Fullscreen effects Invert, Grayscale, Sepia, Night Vision, Thermal Vision, Monochrome, Di-Chrome, Light Enhance, Color Enhance
    * 2d graphics module capable of drawing ellipses, quads, triangles, lines, outlines, shaded ellipsoids, textures (strip blitted), etc.
    * 3d graphics module capable of many primatives, textured or otherwise at fast speeds.
    * Sprite module capable of drawing rotated and scaled sprites aswell as handling animations and a few other things.
    * Math module with fast vfpu maths to speed up your maths heavy programs aswell as 3 types of random number generation.
    * 2d Collision module supporting closestLine, line-line, circle-circle, line-circle, rect-rect.
    * Input module for polling input and retrieving the state of buttons (e.g JUST_UP, STILL_UP, etc.)
    * Callbacks sorted out (aswell as power callbacks).
    * Complex debugging module that logs errors, screenshots them and shows a warning (all configurable).
    * Font module which can draw most types of font, and also converts the debug font into a swizzled clut4 texture in vram for faster rendering.
    * Timer module, for timing oddly enough Smile
    * A collection of samples of how to use different features, including 2 full games (flAstro and flMineSweeper).
    * Color manipulation module for graphical programs and random color generation.
    * A 3d camera class that allows all views and is easy to use.
    * Thousands of defines, types, etc. which should come in handy (e.g SCREEN_GAMMA, MATH_PI, etc.)


More Information / Updates
For more information or updates, check the official webpage at http://funclib.juliusparishy.com/.
« Last Edit: June 14, 2008, 05:28:47 PM by Sleepy » Logged

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« Reply #1 on: December 10, 2007, 05:39:12 PM »

good job
« Last Edit: December 11, 2007, 08:09:06 AM by Flatmush » Logged

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« Reply #2 on: December 10, 2007, 05:55:44 PM »

Wow this looks fantastic! Good Job Keep it up!
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« Reply #3 on: December 10, 2007, 08:08:35 PM »

Very nice, guys! Smile
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« Reply #4 on: December 10, 2007, 08:28:11 PM »

Great work there you two. This engine even has a couple of features that even triEngine misses - on the other side, it itself misses a couple of features from triEngine ;P
I think the two engines could complement each other pretty well.

Only thing I dislike about it is the millions and zillions of defines for the configuration Razz
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« Reply #5 on: December 11, 2007, 08:05:42 AM »

Quote
Only thing I dislike about it is the millions and zillions of defines for the configuration  Razz

Yeah, I wanted to be able to remove unused code so that the bloat was minimal. While that did allow for flAstro4MHz to be very fast, I think they're too messy now.
I'm thinking of making a new engine that's platform independent.
When I get some time, (probably over christmas) I will add the features to tri.
« Last Edit: December 11, 2007, 08:07:15 AM by Flatmush » Logged

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« Reply #6 on: December 12, 2007, 12:46:01 AM »

Very Neat, add a few more features, and I just my switch over from oslib.
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« Reply #7 on: December 12, 2007, 09:17:54 AM »

Could you be more specific? I know the engine needs sound badly but apart from that, this engine has a lot of what oslib has.
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« Reply #8 on: December 13, 2007, 12:51:58 AM »

Could you be more specific? I know the engine needs sound badly but apart from that, this engine has a lot of what oslib has.
Thats pretty much it, if this can support wav/MOD/ and maybe hardware decoded MP3's, then the next game I make would probably use this, the lib looks mighty impressive, also, maybe add a simple particle  system? Like what the triEngine has?(also a very impressive library) I can sure use the eye candy.
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« Reply #9 on: December 15, 2007, 01:42:15 PM »

Awesome!  Just add sound to this and I could call this the best engine i've seen!
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« Reply #10 on: December 15, 2007, 01:52:04 PM »

Awesome!  Just add sound to this and I could call this the best engine i've seen!
I don't know, the triEngine (although a little complicated for me) looks like one of the most impressive in terms of outcome.
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« Reply #11 on: December 15, 2007, 02:57:41 PM »

It's a free country...

Ahh well, the point I was trying to make is that this is a good project, and to keep it up!
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« Reply #12 on: December 16, 2007, 02:39:25 AM »

It's a free country...

Ahh well, the point I was trying to make is that this is a good project, and to keep it up!

its the internet, we can be in any country!
but yes, i agree, this is really nice
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« Reply #13 on: December 16, 2007, 04:05:58 AM »

I don't know, the triEngine (although a little complicated for me) looks like one of the most impressive in terms of outcome.
What about triEngine do you consider complicated? I'd like to know, because only that way I can make it less complicated in the future. Currently, I myself don't find anything complicated about it at all, but that may just be because I wrote it Wink
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« Reply #14 on: December 16, 2007, 11:03:16 AM »

Yeah, the triEngine seemed a bit overwhelming when I first started looking at it. It's not that it's complicated though, or at least to me... There is just so much code to look through, so many features to use, and seeing that I did not develop it. Like Raphael mentioned, it would a take little time to get used to soucecode that I have never seen or worked on before. It was almost like learning a new API because I had a bunch of new defined datatypes to learn, and no time to look at anything. That is really a good thing though because that just means that we users can do a LOT with it. Smile If some one really creative got their hands on funcLib or the triEngine, we could see an awesome project in the making...
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