Wiirrlicht
Wiirrlicht project reactivated
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
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
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
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
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)
(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"; }
@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
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
-
- Admin
- Posts: 14143
- Joined: Wed Apr 19, 2006 9:20 pm
- Location: Oldenburg(Oldb), Germany
- Contact:
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?
https://wiirrlicht.svn.sourceforge.net/ ... wiirrlicht
Which Irrlicht version did you start from?
-
- Posts: 4
- Joined: Fri Dec 28, 2007 6:35 pm
- Location: Los Angeles
Is there an Example Program?
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?
-
- Posts: 4
- Joined: Fri Dec 28, 2007 6:35 pm
- Location: Los Angeles
Its not dead yet! shagkur seems very eager to revive the fading wiirrlicht. 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