Wii port?

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3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Wii port?

Post by 3DModelerMan »

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 :D .
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
wildrj
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Post by wildrj »

.... 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 :)
Virion
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Post by Virion »

wildrj wrote:.... 1 wii dev kit.
and a bunch of cash :lol:
twilight17
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Joined: Sun Dec 16, 2007 9:25 pm

Post by twilight17 »

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!
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3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

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
JP
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Post by JP »

Some guys tried it already and eventually gave up for some reason which will be documented somewhere on this forum!
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Piraaate
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Re: Wii port?

Post by Piraaate »

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 :D .
When considering a port of Irrlicht on any platform, you can start by focusing your work on implementing :
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 ! :)
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