What parts of Irrlicht would I need to change if I wanted to port all the features to Wii? I think I know a few:
Drivers,
Device,
File System,
Mesh and texture loaders.
Are there any others?
Thanks .
Wii port?
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Wii port?
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
.... 1 wii dev kit.
http://wild.deathtouchstudios.com << My gamedev blog
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
<Programming is a way of life>
If at first you don't succeed press the delete key till you do
and a bunch of cashwildrj wrote:.... 1 wii dev kit.
My company: http://www.kloena.com
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My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
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You don't need the Wii dev kit, there's homebrew on Wii.
Post this userbar I made on other websites to show your support for Irrlicht!
http://img147.imageshack.us/img147/1261 ... wernq4.png
http://img147.imageshack.us/img147/1261 ... wernq4.png
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- Posts: 1691
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Yeah I was going to use DevkitPro the event receiver would probably have to be changed too right?
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
Re: Wii port?
When considering a port of Irrlicht on any platform, you can start by focusing your work on implementing :3DModelerMan wrote:What parts of Irrlicht would I need to change if I wanted to port all the features to Wii? I think I know a few:
Drivers,
Device,
File System,
Mesh and texture loaders.
Are there any others?
Thanks .
a device class (IrrlichtDevice)
a video driver class (IVideoDriver)
a texture class (ITexture)
The rest should work fine if you use relative paths (I'm thinking mesh and texture loaders here) and you should be able to render most of the examples.
As said after the first post, the inputs are an important part, I'v never done anything on this side, so you'll have to figure out by yourself
Specifically on Wii, the real problems should be on the memory management and the right hand coordinate system for the 3d part. Also plan some time on compilation issues if you're using Cw (solved by #defines mostly)
Feel free to pm me for further questions if needed... And good luck !