PCSX2 Documentation
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: Jul '06
- Nightmare on Floating-Point Street: Aug '06
- 64-bit Recompilation: Oct '06
- PCSX2 Optimization: Jan '07
- Graphics Synthesizer, GPUs and Dual Cores: Aug '07
- So maybe it's about time we explained VTLB: Feb '09
- Events o' Plenty: Jun '09
- Recompilers: All 'dems buzzwords?: Jun '09
- Measuring the Benefits of wxWidgets: Jul '09
- C++ exceptions can be an optimization: Aug '09
- What's clamping? And why do we need it?: Aug '09
- PS2 VU (Vector Unit) Documentation Part 1: Sep '09
- Thread Synchronization: Oct '09
- Thread Counting: Oct '09