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  Name Description Subprojects
Project adamAs graphics hardware becomes faster, real time applications are starting to use high end production techniques, such as higher order surfaces, and procedural shading. Simlarlary users of production renderers are looking to use graphics acceleration, withouth compromising quality. Adam is an attempt to produce a renderer which explores these converging areas of interest. It is based on the angel renderer (www.dctsystems.freeserve.co.uk), but is severely optimised to make use of the PS2 hardware. It is RenderMan compatable. None
Project Elite Black EditionBased on the tutorials provided by Dr H S Fortuna a remake of the 1980's classic 'Elite' for the SONY PlayStation 2 Linux Development Kit. In the initial release only the original game will be available, ie trading/combat, however future addtions include the ability to play 'online', more ships, features (ability to fly around the planet surface for example, co-operation between players, fleet management and control, planetary system control. Work in progress, currently will render all objects, and basic trading is being worked in at the moment.

The new home for this project is located here.
None
Project FORMFORM [http://www.nikhef.nl/~form] is a program for large scale symbolic manipulation, written and mantained by Jos Vermaseren at NIKHEF. This project tries to provide a working version of FORM with the intention of being useful for analytic symbolic calculations mostly orientated for scientific research. It partially covers the lack of Computer Algebra Systems (CAS) available for the ps2linux.None
Project HyperCubeHyperCube is a fast-paced multiplayer Tetris-like puzzle game. It will support multiplayer via network play with up to 4 simultaneous players, and single console play with 2 players. Bot support for single-player play will eventually be added.None
Project lightWave scene preview tool for PS2LightWave(tm) scene preview tool for PS2 helps the user design an animation sequence in LightWave 7.5 onwards and play it back with as much fidelity as possible on the console. Scene files are exported using a (supplied) plugin on the PC (MacOSX support coming soon) and then are played back on PS2 using the native playback code. The playback code will be made opensource, however, since the LW scene exporter on PC/Mac uses proprietary code to extract some data from LightWave scenes, it's not possible to make it open source. For a start, this project will be directed and crafted by one programmer, and will be made accessible to public when mature.None
Project PlayStation IDE for WindowsPSXIDE codenamed 'KONDEV' has arrived, well at least a snapshot of my development and associated documentation that I have done. KONDEV is (will be) the ultimate in console development so you can develop for consoles like the PlayStation, PlayStation2 (Native or Linux based), Nintendo64, GameCube, XBox, PC (Windows and Linux) you get EVERYTHING you need including editors, debugger, emulator, compilers, docs, libaries, tools. Oh yeah AND THE SOURCE CODE. Contained in the zip file is the following : Windows Binary of the IDE Windows Dynamic/Static Libraries for the Emulator (YES!) Windows Dynamic/Static Libraries for the Debugger Various tools, work in progress The source code to the LOT of it
The new home for KonDev here.
None
Project PS2 Distributed Computing ResourceIn between playing games, compiling applications, listening to music, etc., there is much unused floating-point power that could be used for distributed computing projects, like Folding@Home, SETI@Home, or Distributed.Net. It is our aim to bring together several ps2 programmers that wouldn't mind discussing the advantages of having a client for the ps2 and also helping any compliant projects by porting their client, and eventually optimizing the client for the Emotion Engine. Obviously, these distributed computing projects are not completely open source, but usually all interesting code is released. So volunteer porters will likely have to sign a NDA with the project saying they will not leak information about how the data is verified to be from an authentic client.None
Project PulsarA 3d space ship shoot-em-up. Will run under native mode (not linux) using the psal library. The psal library is being developed along side Pulsar.None
Project Sauce's Visual VU DebuggerSauce's Visual VU Debugger (svvudb for short) is a graphical debugger for the vector units. It has an interface that you view on your PC while you execute code on the PS2. This is an X-Windows interface for the PS2, for a PC running linux, as well as a native Windows interface for a PC running Windows. If you're developing VU code that's not targetted towards graphics, you could also run X on your PS2 and use this to debug the code. The debugger supports both VU0 and VU1. Some of the debugger's features: - It allows you to debug UNMODIFIED applications as they run. - It allows you to, from the command prompt, load up code and data and debug it. - It allows you to browse all the VU registers and modify most of them when the program is suspended. - It allows you to view and modify the contents of the VU memory. - It allows you to single-step through the code or set specific breakpoints. - With very simple changes to your code, the debugger can be triggered at the developer's will. This is useful when debugging a specific bit of code that may not necessarily be loaded when the debugger is started up. - When the debugger is not running, applications run at full speed. With the debugger running, applications run at full speed except when suspended by breakpoints. Future features for this project are top secret. Please visit http://terratron.com/ps2linux/ for more screen shots. Enjoy!None
Project SPS2 - Direct PS2 Access EnvironmentThe sps2 project is home to utilities that seek to maximize direct access to the PS2 hardware -- the DMAC, the VUs and the EE/GS registers -- within the linux kernel. The approach taken by sps2 is one that requires no kernel modification (other than loading a kernel module) and does not permanently reserve any portion of the memory for DMA access at boot time. This project is home to the module, the support libraries, and sample applications that use it. A possible long-term goal for the project is to create an environment such that the same code can be compiled and run either within the linux kernel or directly on the RTE, hopefully maximizing the similarity between linux-based development and low-level development.None
Project VUC - VU CompilerCompiler that translates a C like language to a VCL file that can be assembled to VU machine code.None