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. Friday, 4. April 2008, 00:56:48
rpg, opera, online, 3d
...
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...
By geekrecon. Sunday, 2. March 2008, 22:20:30
opera, nintendo, 3d, graphics
...
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/sdkOne more thing as well: These updates have been incorporated into the 3D Mesh Demo Opera Widget at
http://widgets.opera.com/widget/9101/ .
By geekrecon. Sunday, 30. December 2007, 10:58:01
rpg, opera, online, nintendo
...
The Wii Opera SDK has been tweaked to pull more speed from the 3D math and the drawing functions. Many of the demos for the SDK are now faster as well. As for HullBreach: Large amounts of code have been reordered, cleaned-up, and condensed, making the game about 15% faster than before! Enjoy the speed boosts.
By geekrecon. Friday, 28. December 2007, 19:25:32
rpg, opera, online, nintendo
...
Some players have been asking about the special Christmas "present" that was hinted on the homepage of
http://hullbreachonline.com. I won't tell specifically what it is, but let's just say to check the in-game credits.

Also, NPCs are starting to populate the game world. They will mainly be in the form of stationary ships docked at locations. Due to the speed of the Wii's Internet Channel, I cannot create the advanced AI that I had hoped. Still, seeing a few extra ships while playing is a nice addition. Oh yeah, try hailing the NPCs.
By geekrecon. Thursday, 20. December 2007, 14:35:34
opera, nintendo, 3d, test
...
I've posted a few graphical demos of the Wii Opera SDK on YouTube at the following addresses:
http://www.youtube.com/watch?v=S2Il0EeRdGw - Wall texture-mapping
http://www.youtube.com/watch?v=3g0hlQ4q8Yc - Mode7 floor texturing-mapping test
http://www.youtube.com/watch?v=NeFO-vAMEzM - An old off-screen Starfox test
By geekrecon. Monday, 20. August 2007, 13:25:47
rpg, opera, nintendo, hullbreach
...
HullBreachOnline.com has a new
Wiki website that will eventually encompass all the documentation and shared knowledge relating to the Wii Opera SDK; featured first-, second-; and third-party software in the Wii Software Gallery; the HullBreach MMO RPG; and all related aspects of those. If you would like to take part in the wiki project, let me know.
By geekrecon. Sunday, 19. August 2007, 14:21:37
opera, nintendo, wiimote, gaming
...

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.
By geekrecon. Friday, 3. August 2007, 00:17:24
opera, javascript, supernes, sdk
...

Over the past week I've been working on creating texture-mapping abilities for the Wii Opera SDK for developers to use in their game projects.
At first the framerate was choppy, but I've gotten it to a point where simple games can use it. As for complex games: Don't worry; I'm still further optimizing. At the moment, you won't be seeing Doom style graphics, but I'm trying to pull at least Wolfenstein level as time progresses. The early mozaic effect I thought I would have to employ for a speed boost turned out unnecessary for low polygon counts, but I may give developers and option to use it to pull the best framerate possible for high polygon counts. Right now the wall texturing is ready for use. SuperNES Mode7 style texturing will be ready soon, then I will start work on triangle texturing.
A demo is available at
http://hullbreachonline.com/wii/wall.html.
I will keep all readers of this blog posted.
Note: Updated 5 Aug 2007
By geekrecon. Friday, 20. July 2007, 21:36:15
opera, development, online, motion
...
The Wii Opera SDK's 3D functionality has undergone the following changes:
1. Increased the rendering framerate
2. Increased the full-scene motion speed
3. Added automatic Z-clipping
4. Dropped the bounds method due to #3
5. Increased the scaling speed
All the demos at
http://hullbreachonline.com/wii/sdk.html make use of the changes, and Spacefox: Dogfighting does as well.
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