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Wii Opera SDK and HullBreach MMO RPG

Progress and Status on Nintendo Wii Internet Gaming

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Triangle Texture-Mapping Now in the Wii Opera SDK

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I’ve just finished adding triangle texture-mapping to the Draw class of the Wii Opera SDK and have placed a demo at http://wiioperasdk.com/texturemap.html. Since the canvas object lacks support for 3D at the moment, I had to use some trickery by rotating the coordinate system then drawing horizontal scanlines, but it works fairly well, aside from some minor glitches. Don’t expect any high-speed fully 3D games to be playable in the Internet Channel, but it will make for some nice demos and simple animations.
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New Internet Channel Developers' Blog

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I've set up a blog at http://blog.wiioperasdk.com to focus solely on making software for the Internet Channel on the Wii. The blog will consist of articles that benefit developers.
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Wii Opera SDK Moved to Its Own Website

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For the past year, the Wii Opera SDK has been hosted on a subdomain of http://hullbreachonline.com (since it was primarily created for HullBreach Online). Since the SDK has matured to the point of being used in several other projects, it has now been moved to its own website. On that website, I am going to set up a blog for news on Wii game development, both in the Internet Channel and through official means. (The blog will not cover hacks and modifications to the console.) The Wiki and the Forum will still be shared with http://hullbreachonline.com. The new website for the SDK is easy to remember: http://wiioperasdk.com.
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Several Wii Opera SDK Demo Videos on YouTube

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Many of the Wii Opera SDK demos have been captured to video and placed on YouTube for those who cannot get online with the Wii and who have a Web browser that can't handle HTML5 standards (ex. Internet Explorer). The videos are under http://www.youtube.com/breakdancecrew.
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Realtime Shadows in the Wii Opera SDK

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Realtime shadows are ready in the ThreeD::Shadow method. It reads the same lightsource position as ThreeD::Shade. For those wishing to implement the new method, be aware that it takes a lot of processing power with time exponentially increasing as the number of triangles in the scene increases (imagine raytracing one path for each triangle from each triangle). Thus, it's best to perform all backface culling before running this method. A quick demonstration can be found here. A painfully slow demonstration is here compared to its flat-shading cousin.

Here is an example of the simple syntax to add realtime shadows to a project:

...
ThreeDee.SetLight(-1000, 0, 1000);
ThreeDee.SetPoints(Cube1.concat(Cube2).concat(Cube3));
ThreeDee.Backface();
ThreeDee.Shade();
ThreeDee.Shadow();
Draw.drawScene(ThreeDee.GetTranslation(), 3);
...
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Project updates...

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Since I have not posted to this blog in a while, it may seem like my projects have sat dormant. Since that is far from the case, I felt that I should give an update on the status of a few projects:

HULLBREACH ONLINE
For the most part, HB has seen little more than bug fixes over the past two months. For what the game does, no technology supported by the Internet Channel will allow me to push the bounds further without considerably hurting the framerate. In the HB forums, several gamers have mentioned that they'd like to see a WiiWare version. Well, I'm already one step ahead of them. I've applied for developer status to Nintendo with a local software company. That was in late January, and warioworld.com says to expect a fee months to hear a response. I'm just playing the waiting game now.

WII OPERA SDK
For the past month, I've been dabbling in raytracing in both JavaScript and C++. Although raytracing itself is very slow (yet produces graphical results well beyond traditional rasterization methods), I am going to attempt to incorporate a hybrid engine into the SDK's flat shading functionality. I believe that I will be able to add realtime shadows to meshes. The possible speed is unknown but will obviously be slower than using just realtime flat shading. I have some other plans for the SDK in the pipeline as well. And of course I keep tweaking it for speed on a weekly basis.

Stay tuned for more upcoming news...
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More Speed Boosts to Wii Opera SDK

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I've made several updates to the SDK that further speed up the graphics. Since each individual update was probably too small to mention, I haven't posted about them in the past month, but as a group, they have probably added about another 15%-30% to the SDK. (I didn't keep track.) This updates 3D2.js, 3Dfps.js, and draw.js.

Also, to keep the Wii Opera SDK lean, I've dropped support for bezier curves and a few other primitives that have little to do with game creation. The documentation has been updated to reflect the changes. If anyone needs those added back in, let me know, and I'll send you a special version of the SDK drawing class.

http://hullbreachonline.com/sdk

One more thing as well: These updates have been incorporated into the 3D Mesh Demo Opera Widget at http://widgets.opera.com/widget/9101/ .
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Wii Opera SDK v2.0: New Draw.drawScene and huge accelerations

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I've just created a new function/method for the Draw class called "drawScene()". By using this instead of a loop of triangle draws, you can get about an extra 50% speed, depending on if you are using wireframe, fill, or both. Here is the setup for the method/function:

null = Draw.drawScene(2DPoly[][x1,y1,x2,y2,x3,y3,r,g,b], style);

"2DPoly[][x1,y1,x2,y2,x3,y3,r,g,b]" is the same argument structure as the return from Draw.getTranslation();

"style" can be a combination of Draw.WIREFRAME (1) or Draw.FILL (2). Those values can be added (+) or bitwise ORed (|) to combine the two values.

Here's an example of a frame drawn to a scene:

ThreeDee.LoadMesh(mesh);
ThreeDee.Backface();
ThreeDee.Shade();
ThreeDee.ZSort();
Draw.drawScene(ThreeDee.GetTranslation(), Draw.WIREFRAME | Draw.FILL);
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3D Mesh Gallery Updated

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Several more meshes have been added to the gallery. Also, those who wish to submit their own meshes for inclusion can now preview them rotating before the final submission, allowing final tweaks.
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Press Release: Wii Opera SDK v2.0 and 3D Mesh Gallery Released

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Version 2 of the Wii Opera SDK has been released today, opening the door for Internet Channel homebrew programmers who wish to delve into 3D game design.

The Wii Opera SDK is an unofficial JavaScript library at http://hullbreachonline.com which has allowed developers to access all four Wii Remotes and unlock the power of the HTML canvas drawing object since mid-2007. Version 2 adds the ability to create 3D games with imported meshes, real-time lighting, explosions, backface culling, and more. In addition, the official website has opened a 3D Mesh Gallery where enthusiasts can create meshes and models of their own to be submitted for inclusion for use and ratings by others. These meshes can be created in 3D modelling programs like Milk Shape then converted for homebrew games.

Two new demos of the SDK in action are available for immediate viewing at http://hullbreachonline.com/sdk/ripple.html and http://hullbreachonline.com/sdk/shooting.html . Those wishing to create games using the Wii Opera SDK can download its components for free at http://hullbreachonline.com/sdk.

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