Note
AI usage in this repository has been limited to tooling and documentation generation. AI was not used to author any engine code, however existing logic in some areas may have been refactored with AI assistance.
TLDR: Use the engine to make a game however you want, I don't care. It can be free or commerical, either is fine. All that you need to do is open source any changes that you make to the engine, as outlined in the LICENSE in the file.
This engine is is an ALPHA state, however it is at the point where you should be able to at least get some form of 3D game working with it. My unreleased tech demo of Supermarket Sweep runs off of it. Pull requests with fixes and improvements are more than welcome!
This engine is just a library that links into your game code, so you'll create a new git repository with the engine (and its nugget submodule) added as a submodule, then scaffold your game code on top of it.
For the full walkthrough — toolchain setup, adding the submodule, scaffolding your game, building, and running it in an emulator — see getting-started/README.md.
If you wish to dynamically load assets rather than having them hardcoded as header files or whatever then you will need to take a look at pcsx-redux's authoring tool.
In the cdrom directory you will see an example toc.json that you can pass into the authoring tool to generate your ISO.
Huge thank you to the following for their involvement in getting this engine started and understanding so much about psyqo; along with the PS1 and its hardware.
Also shout-out to Quilt for providing the models and textures for the unreleased tech demo of Supermarket Sweep which is what has pushed engine development forward!