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Wii Internet Channel and Nintendo DS/DSi Browser Homebrew

And the unified community project

Posts tagged with "gaming"

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...

HullBreach Progress Report 2007-09-17

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Wow, it's only been a day since the last update to HullBreach; it seems like so much longer since a great deal of progress has been made.

The newest update deals with space objects and planetary bodies automatically appearing in the game as they are added to the database. This is a great leap forward because it allows the game to be updated while people are playing it. As the moment the only galactic sector to have viewable sights is Mu Mu, or the Sol System. I have included a few screenshots.

Also, the sector map now shows these automatically-inserted items to make navigation much easier. Once development progresses further, dots to depict other players will appear on the map as well.

Over the next few days I will be adding more planetary bodies and space objects to the roster that the other artists or myself create. By next weekend, it is hoped that landing will be ready, which will allow trading, accepting missions, and shopping.

Stay tuned as this week moves along!

HullBreach Progress Report 2007-09-15

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A significant backend/frontend communication update has been completed for HullBreach. Now everytime a player makes a hyperjump, the database passes information about all the planetary objects in the sector. This is a big breakthrough because it opens many possibilities for further development this weekend, such as the following abilities:

  • Landing on planets
  • Contacting inhabitants
  • Accepting missions
  • Outfitting ships
  • Scanning space objects
  • Trading goods


Until a useful method of converting a string passed from the HTTP request object to a two-dimensional array was discovered (and found to not really be too painful after-all), none of this was possible. This method is much more efficient than originally envisioned, so expect the beta release date to move up significantly.

Status Update: Wii Opera SDK

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*** Press Release ***

Valparaiso, FL
21 Aug 2007

The Wii Opera SDK has been gaining much popularity over the past few months for its ability to greatly aid programmers in creating high-quality, advanced games for the Nintendo Wii's Internet Channel. As of 21 Aug 2007, these are the functionalities the Wii Opera SDK allows developers of Internet Channel Javascript games to have in their projects:

Wii Remote and Nunchuk Detection
- A, B, +, -, <, >, ^, v, 2, for all Wii Remotes
- 1, C, Z, for all Wii Remotes except the primary
- Cursor coordinates for all Wii Remotes
- Z tilt for all Wii Remotes
- Z position for all Wii Remotes

General Graphics
- Geometric primitive drawing and filling
- Image rotation and scaling
- Clipping and masking

Texture-Mapping
- Z-corrected wall texturing
- Z-corrected floor texturing
- Sphere texturing (too slow for games at the moment)

3D Math
- Triangle and rectangle polygon manipulation
- Fast Z-sorting
- 3D to 2D projection
- Auto-clipping
- Hidden surface removal
- Scene or object rotation, scaling, and moving

Multiuser Environments
- Virtually unlimited online players in a game
- Database access for each game
- User-definited variable length arrays for communication

There are currently no other development kits in existence for creating Internet Channel games of the caliber possible with the Wii Opera SDK. Those interested in taking part in the project or creating a project of their own using the SDK can contact the development team at http://hullbreachonline.com/wii/sdk.html.

-Daniel Gump, hullbreachonline.com

*** End ***

New Developers' Projects

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Over the past month, several other indie developers have jumped on-board with production of games using the Wii Opera SDK. I've been in contact with a few of them on a regular basis. Once they are ready to share a demo of production information, you will be the first to know.