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Wii port?

Posted: Tue Aug 18, 2009 1:11 am
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 .

Posted: Tue Aug 18, 2009 1:54 am
by wildrj
.... 1 wii dev kit.

Posted: Tue Aug 18, 2009 2:08 am
by Virion
wildrj wrote:.... 1 wii dev kit.
and a bunch of cash :lol:

Posted: Tue Aug 18, 2009 4:56 am
by twilight17
You don't need the Wii dev kit, there's homebrew on Wii.

Posted: Tue Aug 18, 2009 2:00 pm
by 3DModelerMan
Yeah I was going to use DevkitPro the event receiver would probably have to be changed too right?

Posted: Wed Aug 19, 2009 7:39 am
by JP
Some guys tried it already and eventually gave up for some reason which will be documented somewhere on this forum!

Re: Wii port?

Posted: Fri Aug 21, 2009 12:07 pm
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 ! :)