Wiirrlicht

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catron
Posts: 158
Joined: Mon Feb 19, 2007 1:54 am

Post by catron »

I have thought of that possibility too. I am doing it for fun right now, but that does sound cool.
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limvot
Posts: 20
Joined: Sun Sep 09, 2007 2:41 am

Post by limvot »

Is Wiirlicht still being devoleped?
No post on the blog for nearly 2 months...

I really want my game to be on Wii...
Hi me noob so help me.
shagkur
Posts: 5
Joined: Tue Sep 16, 2008 2:26 pm

Wiirrlicht project reactivated

Post by shagkur »

Hi everybody,

since a real 3D engine is missing on cube/wii i've decided to reactivate this project.
Current project status:
Engine renders certain basic object types(sphere, etc.) fine with full GPU support.

regards
shagkur
kingdutch
Posts: 76
Joined: Tue Sep 02, 2008 7:01 am

Post by kingdutch »

shagkur == catron or?
Cause shagkur has only one post, but this project died on us? :O

It'd be awesome to see this :shock:
shagkur
Posts: 5
Joined: Tue Sep 16, 2008 2:26 pm

Post by shagkur »

no, i'm not catron, i'm just shagkur.
Normally i'm responsible for libogc, the cube/wii opensource SDK.
I heard of the project a couple of month ago, but like everybody here
noticed the project got stopped by the founders.
And like i stated in my last post, since a real 3D engine for the cube/wii
is missing, i decided to kinda reactivate this project.
IrrLicht itself seems to be a really good engine for this.

regards
shagkur
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

Oh, cool, that will make the integration much simpler then :D
However, the port doesn't seem to have gone too far, yet, when it comes to the hw supported rendering. Let's hope they have at least the screen setup finished...
kingdutch
Posts: 76
Joined: Tue Sep 02, 2008 7:01 am

Post by kingdutch »

Awesome, I hope you just make it so we run the same code through a diff compiler and we're off! :O

(Of course controls may need to be modded in the app itself but we'd just need to cope with that ^.^)

(Especially things like cursor would be easy I think)
if (msg.getRubbishFactor() > rubbishLimit) { ignorePost(); cout << how it should be done << "\n"; }
shagkur
Posts: 5
Joined: Tue Sep 16, 2008 2:26 pm

Post by shagkur »

@hybrid:
Oh well, the original irrlicht port started by catron and put on google code seems to be deleted at all. So i started from the green again.
But if you read the messages back you'll notice that i'm allready able to render on behalf of the GX rather than software rendering.

@kingdutch:
Ofcourse i try to keep the interface as it is so you won't have to change your code too much.

regards
shagkur
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

The wiirlicht project on SourceForge hosts the latest code, svn access here:
https://wiirrlicht.svn.sourceforge.net/ ... wiirrlicht
Which Irrlicht version did you start from?
shagkur
Posts: 5
Joined: Tue Sep 16, 2008 2:26 pm

Post by shagkur »

Hi,

i started from the latest svn code.

regards
shagkur
SouthpawBob
Posts: 4
Joined: Fri Dec 28, 2007 6:35 pm
Location: Los Angeles

Is there an Example Program?

Post by SouthpawBob »

I have built the lib using the svn code, but is there any sort of example program I can build to test it out? I'm not sure what I need to do to see what works with the GX rendering. Also, do you know if this code would build using Nintendos toolchain instead of devkitPro?
shagkur
Posts: 5
Joined: Tue Sep 16, 2008 2:26 pm

Post by shagkur »

Hi,

ohh well, i haven't put my current approach to port irrlicht onto any public repository.
The link you tried is the old one, which only supports softwarerendering for now.

regards
shagkru
SouthpawBob
Posts: 4
Joined: Fri Dec 28, 2007 6:35 pm
Location: Los Angeles

Post by SouthpawBob »

shagkur -
Any chance you could put that work up somewhere. I have access to a Wii devkit and would love to check it out and help out with the port.
catron
Posts: 158
Joined: Mon Feb 19, 2007 1:54 am

Post by catron »

Why do projects never work out for me? Well, anyone who wants to take over the project please email me at bmcdorman AT gmail.com. We have done tons of work, and it should be a good base for anyone wanting to finish the job.

Sorry, catron
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catron
Posts: 158
Joined: Mon Feb 19, 2007 1:54 am

Post by catron »

Its not dead yet! shagkur seems very eager to revive the fading wiirrlicht. :D I do plan to FINISH IT. If you would like to help develop the project, please email me (bmcdorman AT gmail.com) (do not PM, I never read it). Half of the problem with wiirrlicht at the time, is that we had to create everything... we were writing our own file system for SD card access, and many other "reinvent the wheel things", as this was before the wii "tool kit" existed
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