By geekrecon. Saturday, 16. August 2008, 22:35:27
opera, 3d, menu, sdk
...

I thought it’d be fun to make a non-traditional menu interface for the homepage of
http://wiioperasdk.com, so I ported over the FPS engine from the demo/widget. All thumbnails within the homepage hallway are hyperlinks to existing demos and games. Enjoy!
By geekrecon. Wednesday, 23. July 2008, 16:11:21
widget, opera, 3d, sdk
...

I have a new widget out that is compatible with the Wii. It can be found
here. The widget demonstrates some of the features of the Wii Opera SDK so that developers can see what is possible to add into their Internet Channel games. The widget is a scaled down version of the
General Wii Remote Demo at
http://wiioperasdk.com/.
It auto-detects if the user if on a computer or a Wii and determines if a Wii Remote is facing the screen or not. It then displays positional and button press data. The Wii Opera SDK can also read Nunchuk button presses, but the Internet Channel does not support the Nunchuk for the primary Wii Remote, so that detection has been dropped.
I have two more widgets available, but I'm waiting on Opera to allow Wii usage for them. They can be found
here (3D Mesh Demo) and
here (Raycasting demo).
By geekrecon. Friday, 18. July 2008, 21:58:19
polygons, opera, 3d, sdk
...
Most of the code migration to the new version 3.x of the Wii Opera SDK is complete. One of the big changes is the format for mesh arrays. The format is as follows:
- Mesh[triangle][x1,y1,z1, x2,y2,z2, x3,y3,z3, r,g,b, texture, shading]
- Mesh[triangle][x1,y1, x2,y2, x3,y3, r,g,b, texture, shading]
As you may notice, this new format opens the door to mesh arrays with mixed type triangles, meaning that both textured and flat-shaded triangles can inhabit the same mesh. Let me take a moment to explain what the two added values are:
Texture: This refers to the element number of a texture image array, which if defined elsewhere. By placing a negative value here, it flags the SDK to use the RGB colors instead of a texture. If a non-negative value is given but no texture array is passed to the SDK, the triangle will also be flat-shaded.
Shading: This is more of an internal value than anything, used by shading and fading. It contains a value in the interval [-1, 1]. This value can also be set manually to add brightness effects to the triangle.
I will be updating the documentation and further migrating code over the next few days. All example webpages are updated to make use of the new code already.
By geekrecon. Tuesday, 24. June 2008, 08:11:08
keyboard, usb, wiimote, wii remote
...
A new Wii Remote class for the Wii Opera SDK has just been released, superceding the previously existing one. A demonstration can be found at
http://wiioperasdk.com/remote.html.
This new class contains the following features:
- Read button presses from all 4 Wii Remotes
- Read distance from Sensor Bar of all 4 Wii Remotes
- Read cursor position of all 4 Wii Remotes
- Read angle of roll for all 4 Wii Remotes
- Read button presses from 3 Nunchuks
- Read button presses from a keyboard acting as a Wii Remote
- Autodetect active keyboard or Wii Remote NEW!
- Autoswap between remote and controller orientation based on Wii Remote direction NEW!
- Autorotate D-pad orientation based on Wii Remote orientation NEW!
- Read additional keypresses when using BOTH a Wii Remote and a USB keyboard NEW!
- Toggle disabling of default key/button actions NEW!
By geekrecon. Thursday, 19. June 2008, 05:48:40
opera, 3d, fps, doom
...

The first demo of the Wii Opera SDK raycasting dungeon class is available for play at
http://wiioperasdk.com/wall.html. Features in this beta are as follows:
» Axis-aligned grid-based raycasting
» Texture-mapped walls
» Second-pass wall effects (flashlight, gouraud, shadow)
» Variable ray resolution (for speed adjustment)
» Bounce generated by walking
I will be tweaking the engine and writing documentation for it throughout the day.
By geekrecon. Tuesday, 29. April 2008, 15:55:32
opera, 3d, canvas, texture-mapping
...

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.
EDIT:
The texture-mapping has been accelerated an estimated 20-fold by replacing the scanline drawing with Tangent128's transformation algorithms used in the 3D Globe widget. Now the Internet Channel will be able to display an estimated 500 textured triangles per second, adding greatly to the graphical possibilities!
By geekrecon. Tuesday, 22. April 2008, 17:01:13
internet, sdk, channel, opera
...
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.
By geekrecon. Monday, 21. April 2008, 14:51:54
opera, online, nintendo, development
...
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.
By geekrecon. Saturday, 19. April 2008, 22:36:53
sdk, demo, internet, html5
...
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.
By geekrecon. Tuesday, 8. April 2008, 21:52:41
opera, 3d, realtime, lighting
...

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);
...