PCSX2 Documentation: Difference between revisions
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*[[C++ exceptions can be an optimization]]: Aug '09 | *[[C++ exceptions can be an optimization]]: Aug '09 | ||
*[[What's clamping? And why do we need it?]]: Aug '09 | *[[What's clamping? And why do we need it?]]: Aug '09 | ||
==PCSX2 Code Documentation== | ==PCSX2 Code Documentation== | ||
*[[PCSX2 Build Scripts]] | *[[PCSX2 Build Scripts]] | ||
*[[PCSX2 GUI]] | *[[PCSX2 GUI]] | ||
*[[PCSX2 Core]] | *[[PCSX2 Core]] | ||
*[[GSdx Plugin]] | *[[GSdx Plugin]] | ||
Revision as of 01:20, 9 January 2015
This page is an attempt to clearly document the workings of the PCSX2 code, to make life easier for those who wish to join the project. I beg any PCSX2 developers to please populate this guide as much as possible.
Introduction for Developers
PCSX2 Developer's Guide
- Code Formatting Guidelines
- Commenting Etiquette
- Contributing To-Do List
- Git Survival Guide
- How to Create Useful and Valid Issues
- WxWidgets Coding Strategies
Excerpts from the Developer's Blog
- Virtual Memory: July '06
- Nightmare on Floating-Point Street: August '06
- 64-bit Recompilation: October '06
- PCSX2 Optimization: January '07
- Graphics Synthesizer, GPUs and Dual Cores: August '07
- So maybe it's about time we explained VTLB: February '09
- Events o' Plenty: June '09
- Recompilers: All 'dems buzzwords?: June '09
- Measuring the Benefits of wxWidgets: July '09
- C++ exceptions can be an optimization: Aug '09
- What's clamping? And why do we need it?: Aug '09