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The Wii Opera SDK

And Internet Channel Software that Uses It

Posts tagged with "real-time"

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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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Wii Opera SDK v2.0 Preview Game

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I've been working hard on version 2.0 of the Wii Opera SDK and thought I'd share preview demo at http://hullbreachonline.com/sdk/shooting.html. This demo is a shooting game that makes use of several of the upcoming features of the SDK, including real-time lighting, backface culling, mesh importing, mesh merging, and 3D explosions. To play the game, simply click the spinning object to shoot an arrow at it. The game tallies hits and misses for the duration of play.

During this upcoming week, the new version of the Wii Opera SDK will be released at http://hullbreachonline.com/sdk along with a mesh gallery where developers will be able to import and export premade 3D models or create their own for incorporation into homebrew Internet Channel games. This entire gallery will be rateable by members of the website, and anyone will be able to download the files for projects.
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Wii Opera SDK v2.0 Progress

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Here's the first progress report on the Wii Opera SDK v2.0:

Real-Time Lighting
This determines the angle of a triangle's normal with respect to a given lightsource, then adjusting the RGB values proportionally. For speed, it does not raytrace or cast shadows.

Explosions
This moves all triangles a given distance along their normals, in effect exploding them from the object center.

Backface Culling
This removes triangles from the working-mesh if the normal vector is facing away from the viewer to save processing time.

Mesh Loading
This loads a pre-made 3D mesh from an external file for instant use in graphics.

Set/Get Points
These send triangles to a buffer and retrieve them from a buffer.

Move/Rotate/Scale
These mesh-primitives are carry-overs from the Wii Opera SDK v1.0. This moves all triangles a given distance along their normals, in effect exploding them from the object center.