Current best way of handling 3D with KOS?

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bbmario
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Current best way of handling 3D with KOS?

Post by bbmario » Fri May 19, 2017 3:44 pm

Is bogglez/libgl15 the most modern way of working with 3D in KOS? Should we use the included samples as base or something from the forums?
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Re: Current best way of handling 3D with KOS?

Post by bogglez » Sat May 20, 2017 6:17 am

My library​ is not finished. Most importantly I did not inplement clipping to the screen plane.
Wiki & tutorials: http://dcemulation.org/?title=Development
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
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Re: Current best way of handling 3D with KOS?

Post by bbmario » Sat Jun 03, 2017 9:50 pm

What would you recommend for someone starting a small game? I'm doing a clone of flappy bird to learn more about the DC flow and also the right libs.
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Re: Current best way of handling 3D with KOS?

Post by bogglez » Sun Jun 04, 2017 12:29 am

If it's that simple I think you shouldn't have any issues with PVR or kos libgl as seen in the samples directory.
In fact that should also work with libgl15 but that's seriously still in development so I offer no support for it.
I've also heard good things about libtsunami in the kos-ports which is a little more high level.
Wiki & tutorials: http://dcemulation.org/?title=Development
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
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