In memory of Ben “bushing” Byer, who passed away on Monday, February 8th, 2016.

Difference between revisions of "User:PunMaster"

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== [[Image:FissionLogo.png|180px]] Project ==
 
== [[Image:FissionLogo.png|180px]] Project ==
[[Image:Fission-overlay.jpg|250px|thumb|right|2D overlays work now]]
 
[[Image:Texturegulch.jpg|250px|thumb|right|Bloodgulch with textures]]
 
[[Image:Gulch1.jpg|250px|thumb|right|Bloodgulch base render (old)]]
 
[[Image:Gulch2.jpg|250px|thumb|right|Bloodgulch map overview (old)]]
 
[[Image:Gulch3.jpg|250px|thumb|right|Bloodgulch base, farther back (old)]]
 
  
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.
+
FiSSION now has its [[FiSSION|own page]]! :) For more information and the latest updates, go there.
 
 
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.
 
 
 
<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'.
 
 
 
<strike>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.</strike> Fixed. See 'Update 1/3/2009'.
 
 
 
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. <strike>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).</strike> I'm still open to any suggestions. Now on to textures (wish me luck).
 
 
 
Update 1/3/2009: ---- After a lot (more) trial-and-error with placing 'DCFlushRange' commands, I think I finally have indexed vertices working. No new screenshots (because it looks the same as it did before), but it's progress none the less. I read a little about textures but I don't have anything coded yet. Hope to have something soon.
 
 
 
Update 1/4/2009: ---- Textures work! Yay. Feast your eyes on the wonderfully blurry screenshot. :) And with that, it's time for a capture card, some better shots, and maybe even a video, because I'm sure everyone's getting tired of my CRT TV pictures. I will even be creating a real page for this project soon and releasing a playable demo (its early January, isn't it?) like I promised, assuming you consider flying the camera around 'playable'. If I (and you?) get lucky, I should have all of this ready tonight or tomorrow.
 
 
 
Update 1/6/2009: ---- I uploaded a <font size="5">[http://www.youtube.com/watch?v=SEe0Twj_yI4 video]</font> of it working. The 30 second load time was cut out for your convenience. :P Have fun.
 
 
 
Update 1/10/2009: ---- 2D graphics can now be overlaid onto the 3D scene. The uploaded screenshot shows the 'FiSSION Engine' logo running on top of the render. This screenshot is a little better (cheap USB capture card) but still painfully blurry. Sorry for not having a demo out yet. School is back on and finding time for this project is a little more difficult. Either way, I'll try to have something ready as soon as possible, so keep checking back for updates.
 
 
 
Update 1/18/2009: ---- Well, after quite some time without saying anything, I'm back with quite a bit of progress.<br>
 
<div style="margin-left: 10pt">
 
I now have the following:<br>
 
- <u>A main menu</u><br>
 
-- Scans SD card for maps and skys<br>
 
-- Lists both with thumbnails<br>
 
-- User can select and load any combination of maps and skys<br>
 
-- Has a loading progress bar<br>
 
-- User can return back to the menu and choose another combination<br>
 
-- Pretty graphics :)<br>
 
- <u>Internal support for multithreaded scripts</u><br>
 
-- Almost all functionality is provided internally by scripts (nothing in the graphics loop is hardcoded)<br>
 
-- It's finally starting to feel more like a game and less like a hardcoded model viewer<br>
 
- <u>Support for ZLIB compressed models, textures, and fonts</u><br>
 
-- Load times dropped 6-fold<br>
 
- <u>Much improved memory management</u><br>
 
-- Can load and unload content without leaking memory (as far as I know)<br>
 
-- Doesn't crash quite as often :P<br>
 
- <u>User-friendly GUI dev tools (Windows)</u><br>
 
-- Texture/font converter<br>
 
-- ZLIB compressor<br>
 
-- The (very) rough beginnings of a model converter<br>
 
- <u>Beginning to work on a PC port for debugging/testing</u><br>
 
</div>
 
 
 
All in all, I think I'm finally satisfied enough with my progress to release that demo I've been promising. Yay. I will definitely (at very least) have a new video up by tomorrow (off school for MLKJ day). I finally got a nice PCI capture card, so I should be able to upload something that looks better than pixelated polygon pudding. :P
 
 
 
P.S. I feel like I'm talking to myself over here. If anyone is actually reading this, feel free to say 'hi' in the discussion section. :)
 
  
 
== Wii Documentation Fail ==
 
== Wii Documentation Fail ==

Latest revision as of 06:01, 25 January 2009

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.

FissionLogo.png Project

FiSSION now has its own page! :) For more information and the latest updates, go there.

Wii Documentation Fail

Not to be critical or anything, but the following screenshot gave me a laugh. :P

Docfail.png


Keep up the good work, everyone, and happy Wii-ing. :)