Wiirrlicht

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

Wiirrlicht

Post by catron »

Hello,

We have a small team currently working on porting irrlicht to the Wii. You can use the port by using the Twilight Hack or a mod chip. Our project is well under way, and we are compiling *most* parts of the engine perfectly under the Wii. It is still very very unusable, and examples will not compile, but hey, we got tons done in a little over 2 days. Expect updates Frequently. Also svn is available if you like to dl, but it will probably not work until we hit our first alpha release, so no support until then.
Hybrid inspired us to write our own FrameBuffer wrapper

http://wiirrlicht.sf.net/ is our homepage/blog
http://sourceforge.net/projects/wiirrlicht/ our project page

If you are intersted in helping us, PM me or contact me at bmcdorman@gmail.com

I will keep you guys updated

Thanks,
Catron
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JP
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Post by JP »

Cool little project, i guess i wouldn't want to mod my wii to try it out but i hear there are other ways of getting the trick done.

It'll be interesting to follow this!
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MasterGod
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Post by MasterGod »

"Wiirrlicht" - That's an awesome name :lol: :D :)
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Dev State: Abandoned (For now..)
Requirements Analysis Doc: ~87%
UML: ~0.5%
Virion
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Post by Virion »

wooow. sounds great! 8)
sio2
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Post by sio2 »

I couldn't download the source via SVN until I noticed that it was "wiirrlicht" and not "wiiirrlicht". So it's WiIrrlicht and not WiiIrrlicht. :?
JP
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Post by JP »

Makes sense to me that way, it's Wiirlicht (all one word) instead of WiiIrrlicht (which is like two words).
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catron
Posts: 158
Joined: Mon Feb 19, 2007 1:54 am

Post by catron »

sio2:
Do not expect much in the svn for a few days, the svn is basically the engine slightly modded for now. :lol: But w/e

JP:
Yea I wanted it one word

Thanks for the support!

Catron
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catron
Posts: 158
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Post by catron »

Yay! It now compiles under the Wii and GameCube Platform, unfortunately, there is a bug that causes a fatal error that we are tracking down right now, but hey, we can compile a .elf and .dol :P We have also started the port of OpenGL to the GX for both the Wii and GC

Thanks for your support,
Catron
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JP
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Post by JP »

Ooo GC support as well, two birds with one stone! Congrats on getting it to all compile nicely and good luck with hunting down this bug, hope to see some screenshots... videos... or demos soon!
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catron
Posts: 158
Joined: Mon Feb 19, 2007 1:54 am

Post by catron »

We still are waiting for our file i/o porter (svpe) to get his USBGecko (For realtime debugging) to track down the bug. But we still are working on it. He should have it by monday!

Thanks For the Support,
Catron
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catron
Posts: 158
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Post by catron »

Well, we can now blit colors via beginScene(), but creating a gui or scene still crashes it :( still progress though :)

Thanks,
Catron
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twilight17
Posts: 362
Joined: Sun Dec 16, 2007 9:25 pm

Post by twilight17 »

Dude sweet... I love my Wii... and I love Irrlicht... putting them together is one of the greatest things ever!!! w00t :lol: :D
Post this userbar I made on other websites to show your support for Irrlicht!
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http://img147.imageshack.us/img147/1261 ... wernq4.png
JP
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Post by JP »

Glad you're making progress! Stick at it and it'll be a cool thing to have done!

Though i do wonder what the point is of porting irrlicht to consoles.... Different PC operating systems, yes, because not everyone uses the same one, but consoles are usually not as powerful as PCs (though i suppose some people's consoles are more powerful than their PCs nowadays if they're not into PC gaming) and it's harder to develop for a console as you have to copy the executable over each time you compile (presumably) which would be horribly annoying if you're just trying to line up some icons or something and have to keep doing trial and error for ages. And people can only play your games if they modify their consoles... which can break them or stop you from getting firmware updates.

Having said that i guess it could also expand the number of people you reach as you can release it on PC and the Wii and then homebrew Wii people might try it out just because it's a homebrew wii game but wouldn't have tried it out if it were just a PC game...

Still, i support this sort of thing, because it's always a nice proof of concept kinda thing at least, showing that the engine will work on multiple platforms, i'm just wondering what people's thoughts are on it!
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catron
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Joined: Mon Feb 19, 2007 1:54 am

Post by catron »

Well it does work on gamecube too, so I just use a gamecube emulator. Because that would get REALLY annoying.
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limvot
Posts: 20
Joined: Sun Sep 09, 2007 2:41 am

Post by limvot »

But, it could be used to create a game for WiiWare.
Say you made a great game for the computer with Irrlicht,
soon you will be able to publish it on the Wii.
Ovbusly you would half to talk to nintendo, but you see the possibilites!
Maby you could make the games on WiiWare free with avetisments, and intergrate motion control.
Hi me noob so help me.
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