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Poison3D

The repo is currently a mess right now, sorry! I still need to work on adding build files to the gitignore and some other repo hygeine related tasks.

Basic Steps for Building

I'm going to throw this in here just as some sloppy instructions before I get to writing this later.

PC

The PC version of this application uses SDL2 + OpenGL and is built using MSVC and CMake. If you have vcpkg installed and configured, along with the necessary build tools, then this should build simply by opening the project in VS Code and pressing the play button in the bottom left.

N64

To simplify building for the N64, I am using Libdragon's docker image for the toolchain on Windows. Make sure to follow the instructions for setting up the libdragon toolchain with docker. After your toolchain is ready you will be able to run the build:n64 task in VS Code. At the moment the hello.z64 file is output to the project root, but this will be renamed shortly once I get around to tidying things up.

For emulation, I am using Gopher64.

Dreamcast

Warning: the task in VS Code for dreamcast is using my computer's fully qualified path for some parts of the script. This will not build on your machine, and you will need to update it (unless your name is colin of course).

In order to build for Dreamcast on Windows, I am using WSL2 with Ubuntu. I followed the KallistiOS guide for setting up the toolchain, built the Kallisti-ports project, and wrote a VS Code task for executing the necessary build commands from WSL.

The VS Code task also expects you to have set up the mkdcdisc project in the /opt/toolchains/mkdcdisc folder. I will be standardizing this and likely automating the set up of WSL portions of the build in order to make it easier for other users if anyone joins the project.

For emulation, I am using Redream.

About

Poison3D is a game engine for N64, Dreamcast, and Windows written using C99 which seeks to maintain visual parity between all platforms.

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