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Video: NBA 2K14's Eco-Motion Engine Brings Players to Life on PS4

50°
38w ago - 2K Games Senior Community Manager Ronnie Singh posted up a video below today announcing that NBA 2K14's Eco-Motion Engine brings players to life on PS4.

To quote: What an exciting year for everyone in the video game industry. The team here at 2K has seen a lot over the years, and experienced countless new system launches.

But we've never seen one like this year, with the launch of PS4. It's an old cliche that new technology allows developers to take their products to the next level, but that's never been truer than now.

As work began on NBA 2K14 for PS4, the next-gen technology inspired our developers at Visual Concepts to develop a completely new experience from the ground up. NBA 2K14 on PS4 will feature re-built game modes, stunning life-like graphics, and a brand new gameplay engine.

With that said, 2K is excited to unveil the all-new Eco-Motion Engine for NBA 2K14 on PS4. With Eco-Motion, the entire NBA experience comes to life in ways never before seen in a video game, including crowd reactions, atmosphere, coaching strategies, real player voices, and most of all the emotion of the game.





Player animations are dynamic, and evolve on the fly as you play. Player personalities...
 

PCE Emu: PC Engine / TurboGrafx-16 Emulator v1.4.0 for PS3 Out

550°
149w ago - It's been awhile since the last update, but today the PCE Emu PC Engine / TurboGrafx-16 emulator for PS3 version 1.4.0 is available for both 3.41 and 3.55 PlayStation 3 Custom Firmware.

Download: [Register or Login to view links] (1.03 MB) / [Register or Login to view links] (1.03 MB) / [Register or Login to view links]

To quote: PCE.emu is a PC Engine/TurboGrafx-16 emulator written in C++ for Android, iOS, WebOS and PS3. It uses the emulation backend from Mednafen and is built on top of the Imagine engine. The source is released under the GPLv3 license.

Main Features:

  • Accurate emulation and high compatibility rate (Note: Data swapped TG16 roms are not supported, see known issues below for a fix if you're getting a black screen on load)
  • Backup memory and save state support, auto-save and ten manual slots for save states
  • Supports ROM-based games in .pce and .sgx formats, optionally in .zip files
  • CD emulation via loading CUE or TOC+BIN files (select a system card rom in the options, for versions...

 

KaKaRoToKS Releases PS3 Expedite Benchmark Tool, Engine Ports

300°
152w ago - Today Sony PlayStation 3 hacker KaKaRoToKS has made available a PS3 Expedite Benchmark Tool and Engine Ports for other developers to examine and implement in upcoming homebrew releases.

Download: [Register or Login to view links] / [Register or Login to view links] by vtorri

Below are some Tweets from [Register or Login to view links], as follows:

I've got some *great* news for homebrew devs! I've just ported Evas (from the EFL (Enlightenment Foundation Libraries)) to the ps3!!!

Have fun with the Expedite demo (a benchmarking tool for Evas with tons of tests). A bit slow but that's normal Enjoy!!

Edje (Layout engine) is already ported with Embryo+Lua. Next couple of days will be to port Elementary, a full widget toolkit.

Btw, Exepedite will do a printf on ethdebug and send the FPS for each test. It was fun playing with the PS3 again after so long!


 

FPS First Person Shooter PS3 Homebrew Engine in Development

350°
158w ago - Today PlayStation 3 developer SnakePlissken--PMW has announced news of an FPS First Person Shooter PS3 Homebrew Engine for Custom Firmware in development along with some details on the first game.

To quote: My Name is Snake Plissken. I am Chief Commander of a group known as PMW NATION. I'm currently directing our groups development branch into bringing to the PS3 one great first person gaming experience by means of homebrew on PlayStation Custom Firmware.

We hope to release onto the world a whole new concept in homebrew development on the PS3 by developing an "homebrew engine" that future developers can use to make homebrew with to be used on the PS3.

With the engine one could make your own First person shooter homebrew. It has been proven that other forms of homebrew can be made for and used with the engine as well. Not only that but This would offer a interface for developing homebrew outside of PSL1GHT for all types of CFWs (as we will port the engine to work with multiple types of CFW's)

Developers would need a way to install a .pkg onto there PS3s. They would then make homebrew in form of "recourse data" with the Gaming engine’s tool chain. that is then coupled and distributed with the engine.

A user can download the engine.pkg and insert it on...
 

Cellminer: Bitcoin Miner for Cell Broadband Engine Architecture

700°
162w ago - Today Cellminer: Bitcoin Miner for the Cell Broadband Engine Architecture (CBEA) was made available via Github for Sony's PS3 entertainment system.

For those curious, this was developed on a PlayStation 3 using Debian GNU / Linux 6.0.1.

Download: [Register or Login to view links] / [Register or Login to view links]

From the ReadMe:

Requirements

Debian Packages [aptitude install ...]

• make
• gcc
• binutils-spu
• ruby1.9.1-dev
• libspe2-dev
- gcc-spu
- binutils
- ruby1.9.1
- libspe2-2

(packages marked - should be included automatically as dependencies of packages marked •)

Ruby Gems [gem1.9.1 install ...]

• net-http-persistent

System

In order to make use of your SPEs under Linux, you must have spufs mounted on /spu. For example:

# mount -t spufs spufs /spu

Or equivalently, ensure /etc/fstab contains a line similar to the following:

spufs /spu spufs defaults 0 0

Building

$ make

Running

$ ./cellminer --help
 
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