Archive for the ‘Wii Opera SDK’ Category

Updated Homepage Interface

Saturday, August 16th, 2008

Wii Opera SDK Menu

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!

New Racing Game

Tuesday, July 29th, 2008

I’m starting work on a new racing game that uses the Wii Opera SDK.  I’m planning on making it multiplayer online with the number of players TBD.  So far I’ve been testing a few types of graphical engines from top-down to full 3D.  Whatever looks best and runs at a good framerate will be the final choice.  Here are some prospects:

  • Full 3D with textured triangles (test)
  • Isometric “3D” with textured quads
  • Top-down with rotating and zooming (test)
  • “2.5D” with multilayered tracks

Wii Opera SDK - New Mesh Format

Friday, July 18th, 2008

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.

New Dungeon Editor in the Works for Wii Opera SDK Raycaster

Tuesday, July 15th, 2008

The dungeon editor for the Wii Opera SDK’s raycasting class is under development now. To play around with a very early version, visit here.  Currently the dungeons cannot be saved or loaded, but they can be edited and viewed by clicking on texture images.  The final version will offer the following:

  • Ability to load and save custom dungeons
  • Seemless integration into games
  • Linking of dungeons to website accounts
  • Uploadable textures
  • Gallery viewer for dungeons made by others
  • Set teleportation points
  • Scriptable settings for levels
  • Customizable dungeon sizes from 10×10 to 99×99

Wii Opera SDK Raycasting Class Updated

Wednesday, June 25th, 2008

The following features have been added to the Raycasting class:

  • Left and right strafing
  • Ducking
  • Variable camera altitude
  • Teleporting
  • Background images for sky and ground

With these added features, the possibility exists to create games in the genres of on-rails shooter and 3D sidescroller.