WiiChat 
Updated 3 months ago
TBD
MMO
WiiChat tech and code demo for the Paradigm Engine.
Based off of the Gadget3D engine for Game Maker the Paradigm Engine aims to not only port it to Flash, but to improve on many of the features and make it fully Wii compatible.
0 comments by kevman125 on Feb 22nd, 2008 digg this super bookmark
I've been sick for the past week so I haven't had much time to work on the engine. However I am feeling better and decided to go ahead and update on current progress before continuing.
One of the major things I'm working on for this build is code optimization and cleanup. First part is that everything has been re-tabbed and has had semicolons added, this should make reading much easier. I have also moved the id argument for drawModel() to the first slot and added a wireframe argument. The other part involved 3 changes: modified variable declarations to declare local or global, the code for calculating (X,Y) coordinates when drawing models is being streamlined, and a draw distance variable has been added. So far there has been a gain of roughly 8 FPS with these changes.
During development of the WiiChat techdemo I encountered a major bug which should not exist. The current server for multiuser, which is written in Perl, will not allow outside connections. As a result build 4 will be switching to an updated version of the first generation server which is Windows only. There is also a high probability that build 4 will not include the loadTexture and renderTexture functions as they are slow and the new code for them may not be completed in time for the release.
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Sweet, I'm a bit interested in Wii development (both using the Wiimote on the PC and also stuff on the Wii console). I'll be keeping an eye on this :)
Just tested it on the Wii. It gets great speed but for some reason the key mapping on the Wii is not right. I'm gonna work on it after I get some sleep and upload a new copy of build 3.
If you want to try it out I have a compiled version ready at (http://vicious1988.newsit.es/SynDev/wii/3d.html). Wii controls are listed below the game. PC controls are space for gas and arrow keys for pitch and yaw/roll.
If the arwing doesn't show up after loading then you will have to refresh, apparently I lowered the preload loop too much. I'm also sorry about the ads on the site, they weren't there when I signed up.
very cool if this becomes an easy to use effective development engine for the wii. You should promote that fact!
It ran fairly well on the Wii in build 2. At the time I did the last test, during the development of build 2, I only got 12 FPS whereas the PC would go as high as 22. I'm sure the stats will be different with build 3 when I complete it (currently 35-45 range w/ 1 arwing).