Difference between revisions of "User:PunMaster"
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I'm a nice person and a relatively experienced programmer who likes C-like languages. I've done a great deal of work in C, C++, C#, and Java. | I'm a nice person and a relatively experienced programmer who likes C-like languages. I've done a great deal of work in C, C++, C#, and Java. | ||
− | == | + | == [[Image:FissionLogo.png|180px]] Project == |
− | I have just started | + | [[Image:Gulch1.jpg|250px|thumb|right|Bloodgulch base render]] |
+ | [[Image:Gulch2.jpg|250px|thumb|right|Bloodgulch map overview]] | ||
+ | [[Image:Gulch3.jpg|250px|thumb|right|Bloodgulch base (farther back)]] | ||
+ | |||
+ | I have just started work on a (possibly massive) project to write what could become the first homebrew, open-source, full-featured, production-grade, 3D game engine designed specifically for the Wii, dubbed "Project FiSSION". This will hopefully include a full suite of development tools (and tight Blender integration) that will allow amateur game developers to make full-scale Wii games. I currently have a simple map renderer running and am now implementing a control system. I am planning on setting up a website for this project within a few weeks (Christmas break starts in 6 days, ^_^), and having a playable demo by early January. I will obviously keep everyone here informed as the project progresses. | ||
Update 12/19/2008: ---- Winter break is here! That means more time for coding, yay. :) USB mice and keyboards now work to control the camera "noclip-style". Next accomplishment will be SD-card support (because simple hardcoded models are boring, :P). Once the graphics look presentable, I'll post screenshots. | Update 12/19/2008: ---- Winter break is here! That means more time for coding, yay. :) USB mice and keyboards now work to control the camera "noclip-style". Next accomplishment will be SD-card support (because simple hardcoded models are boring, :P). Once the graphics look presentable, I'll post screenshots. | ||
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Update 12/22/2008: ---- I can now read models off of an SD card. As proof, I have a nice false-color (no textures yet) screenshot of the base from Bloodgulch (a Halo map) rendered on the Wii. Pardon the CRT TV artifacts. I took this quickly just to get something up for everyone to look at for a few days while I keep working on it. Eventually I'll hook it up to my capture card and get some better shots. In the mean time, here ya' go. | Update 12/22/2008: ---- I can now read models off of an SD card. As proof, I have a nice false-color (no textures yet) screenshot of the base from Bloodgulch (a Halo map) rendered on the Wii. Pardon the CRT TV artifacts. I took this quickly just to get something up for everyone to look at for a few days while I keep working on it. Eventually I'll hook it up to my capture card and get some better shots. In the mean time, here ya' go. | ||
− | + | <strike>If anyone is feeling especially helpful, they might want to take a look at [http://www.tehskeen.com/forums/showthread.php?t=9981 my post] at TehSkeen regarding an issue I'm having with Libfat and USB. I'm not sure if it's the API's fault or if I'm doing something incorrectly, but maybe someone else has some better ideas.</strike> Fixed. See 'Update 12/27/2008'. | |
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− | If anyone is feeling especially helpful, they might want to take a look at [http://www.tehskeen.com/forums/showthread.php?t=9981 my post] at TehSkeen regarding an issue I'm having with Libfat and USB. I'm not sure if it's the API's fault or if I'm doing something incorrectly, but maybe someone else has some better ideas. | ||
Also, if anyone has any experiences to share regarding the use of (heap allocated) indexed vertex arrays on the Wii, I'd love to hear them. My results are glitchy to say the least. I am getting a random mix of valid model and random triangles in my scene, and the amount of each changes each time I run the program (and sometimes even while the program is running, as my camera is moving). Obviously, if I manually de-index my array and feed the verts in directly, everything works. | Also, if anyone has any experiences to share regarding the use of (heap allocated) indexed vertex arrays on the Wii, I'd love to hear them. My results are glitchy to say the least. I am getting a random mix of valid model and random triangles in my scene, and the amount of each changes each time I run the program (and sometimes even while the program is running, as my camera is moving). Obviously, if I manually de-index my array and feed the verts in directly, everything works. | ||
− | + | Update 12/27/2008: ---- I fixed the SD card / USB conflict. For details and code, see [[Talk:Libfat|my libfat comment]] and/or [http://www.tehskeen.com/forums/showthread.php?t=9981 my TehSkeen post]. Because USB works again, I was able to "fly around" and get some better screenshots. Enjoy. I've decided to put using indexed vertices on hold for now because I'm still getting strange results. I'll revisit the issue if I get any ideas (or lag becomes a problem). I'm still open to any suggestions. Now on to textures (wish me luck). | |
== Wii Documentation Fail == | == Wii Documentation Fail == |
Revision as of 08:59, 28 December 2008
Greetings to all members of this supportive, growing community. :)
About Me
I'm a nice person and a relatively experienced programmer who likes C-like languages. I've done a great deal of work in C, C++, C#, and Java.
Project
I have just started work on a (possibly massive) project to write what could become the first homebrew, open-source, full-featured, production-grade, 3D game engine designed specifically for the Wii, dubbed "Project FiSSION". This will hopefully include a full suite of development tools (and tight Blender integration) that will allow amateur game developers to make full-scale Wii games. I currently have a simple map renderer running and am now implementing a control system. I am planning on setting up a website for this project within a few weeks (Christmas break starts in 6 days, ^_^), and having a playable demo by early January. I will obviously keep everyone here informed as the project progresses.
Update 12/19/2008: ---- Winter break is here! That means more time for coding, yay. :) USB mice and keyboards now work to control the camera "noclip-style". Next accomplishment will be SD-card support (because simple hardcoded models are boring, :P). Once the graphics look presentable, I'll post screenshots.
Update 12/22/2008: ---- I can now read models off of an SD card. As proof, I have a nice false-color (no textures yet) screenshot of the base from Bloodgulch (a Halo map) rendered on the Wii. Pardon the CRT TV artifacts. I took this quickly just to get something up for everyone to look at for a few days while I keep working on it. Eventually I'll hook it up to my capture card and get some better shots. In the mean time, here ya' go.
If anyone is feeling especially helpful, they might want to take a look at my post at TehSkeen regarding an issue I'm having with Libfat and USB. I'm not sure if it's the API's fault or if I'm doing something incorrectly, but maybe someone else has some better ideas. Fixed. See 'Update 12/27/2008'.
Also, if anyone has any experiences to share regarding the use of (heap allocated) indexed vertex arrays on the Wii, I'd love to hear them. My results are glitchy to say the least. I am getting a random mix of valid model and random triangles in my scene, and the amount of each changes each time I run the program (and sometimes even while the program is running, as my camera is moving). Obviously, if I manually de-index my array and feed the verts in directly, everything works.
Update 12/27/2008: ---- I fixed the SD card / USB conflict. For details and code, see my libfat comment and/or my TehSkeen post. Because USB works again, I was able to "fly around" and get some better screenshots. Enjoy. I've decided to put using indexed vertices on hold for now because I'm still getting strange results. I'll revisit the issue if I get any ideas (or lag becomes a problem). I'm still open to any suggestions. Now on to textures (wish me luck).
Wii Documentation Fail
Not to be critical or anything, but the following screenshot gave me a laugh. :P
Keep up the good work, everyone, and happy Wii-ing. :)