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Nintendo Wii U
What homebrew engines are there to make games for the Wii U?
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<blockquote data-quote="QuarkTheAwesome" data-source="post: 8527073" data-attributes="member: 364754"><p>I've seen someone say they <em>would</em> do a love port once SDL2 is working well (I'm not in the habit of making people's projects public before they do, but suffice to say I've got good reason to believe they actually will do this.) Guess that kinda means it's on me to finish up SDL, hey <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite5" alt=":blink:" title="blink :blink:" loading="lazy" data-shortname=":blink:" /></p><p></p><p>SDL2 has:</p><ul> <li data-xf-list-type="ul">hardware accelerated 2D using <a href="https://wiki.libsdl.org/CategoryRender" target="_blank">SDL_Render</a> (nearly complete, but currently buggy. could use some refactoring)</li> <li data-xf-list-type="ul">16-bit mono audio, usual SDL APIs (can do conversion)</li> <li data-xf-list-type="ul">Gamepad buttons and analog controls via SDL_Joystick</li> <li data-xf-list-type="ul">Gamepad touch support, usual SDL APIs</li> </ul><p>SDL2 does not have: (though I'd like to add them)</p><ul> <li data-xf-list-type="ul">KPAD/WPAD controllers (wiimotes, pro controllers, etc.)</li> <li data-xf-list-type="ul">real lifecycle support (home menu overlay, clean exits, etc. impossible with current HBL)</li> <li data-xf-list-type="ul">all the audio/texture formats the hardware supports. surround sound?</li> <li data-xf-list-type="ul">rendering at not-720p. the system scales 720p up to 1080p when it's set for that and it's kinda blurry, not great for 2D. jury's out on whether to emulate a 720p screen for SDL apps or hope they handle unusual window sizes</li> <li data-xf-list-type="ul">3D? either passing through GX2 (bleh) or full OpenGL (difficult!)</li> </ul><p>Between the SDL tutorials out there and the words in the readme, hopefully usage is pretty self-evident - aside from the toolchain and a few specific things (if you want printf to work, for example) it's identical to PC. If you need help with specifc things let me know, happy to help.</p></blockquote><p></p>
[QUOTE="QuarkTheAwesome, post: 8527073, member: 364754"] I've seen someone say they [I]would[/I] do a love port once SDL2 is working well (I'm not in the habit of making people's projects public before they do, but suffice to say I've got good reason to believe they actually will do this.) Guess that kinda means it's on me to finish up SDL, hey :blink: SDL2 has: [LIST] [*]hardware accelerated 2D using [URL='https://wiki.libsdl.org/CategoryRender']SDL_Render[/URL] (nearly complete, but currently buggy. could use some refactoring) [*]16-bit mono audio, usual SDL APIs (can do conversion) [*]Gamepad buttons and analog controls via SDL_Joystick [*]Gamepad touch support, usual SDL APIs [/LIST] SDL2 does not have: (though I'd like to add them) [LIST] [*]KPAD/WPAD controllers (wiimotes, pro controllers, etc.) [*]real lifecycle support (home menu overlay, clean exits, etc. impossible with current HBL) [*]all the audio/texture formats the hardware supports. surround sound? [*]rendering at not-720p. the system scales 720p up to 1080p when it's set for that and it's kinda blurry, not great for 2D. jury's out on whether to emulate a 720p screen for SDL apps or hope they handle unusual window sizes [*]3D? either passing through GX2 (bleh) or full OpenGL (difficult!) [/LIST] Between the SDL tutorials out there and the words in the readme, hopefully usage is pretty self-evident - aside from the toolchain and a few specific things (if you want printf to work, for example) it's identical to PC. If you need help with specifc things let me know, happy to help. [/QUOTE]
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