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Wiirrlicht
Posted: Mon Mar 24, 2008 2:33 am
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
Posted: Mon Mar 24, 2008 2:05 pm
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!
Posted: Mon Mar 24, 2008 3:53 pm
by MasterGod
Posted: Mon Mar 24, 2008 4:46 pm
by Virion
wooow. sounds great!

Posted: Mon Mar 24, 2008 5:14 pm
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.

Posted: Mon Mar 24, 2008 5:24 pm
by JP
Makes sense to me that way, it's Wiirlicht (all one word) instead of WiiIrrlicht (which is like two words).
Posted: Mon Mar 24, 2008 9:32 pm
by catron
sio2:
Do not expect much in the svn for a few days, the svn is basically the engine slightly modded for now.

But w/e
JP:
Yea I wanted it one word
Thanks for the support!
Catron
Posted: Sun Mar 30, 2008 2:17 pm
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

We have also started the port of OpenGL to the GX for both the Wii and GC
Thanks for your support,
Catron
Posted: Sun Mar 30, 2008 7:51 pm
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!
Posted: Sun Apr 06, 2008 6:34 am
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
Posted: Mon Apr 21, 2008 2:23 am
by catron
Well, we can now blit colors via beginScene(), but creating a gui or scene still crashes it

still progress though
Thanks,
Catron
Posted: Mon Apr 21, 2008 2:45 am
by twilight17
Dude sweet... I love my Wii... and I love Irrlicht... putting them together is one of the greatest things ever!!! w00t

Posted: Mon Apr 21, 2008 8:08 am
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!
Posted: Wed Apr 23, 2008 12:58 am
by catron
Well it does work on gamecube too, so I just use a gamecube emulator. Because that would get REALLY annoying.
Posted: Mon Apr 28, 2008 9:39 pm
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.