Homebrew Homebrew game So I have been trying to make a block game like minecraft for wii homebrew

newo

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I have been watching lots of youtube videos about coding minecraft in 24hrs and such but the wii is a limited beast. I asked one youtube and he said his game was using roughly 700mb of RAM unotimized. So Reading lots of source code to see what others have done on the 3DS and PSVita. The realty of it is that its hard. As of right now I cant add or remove blocks, there is no gravity and I have a weird bug with the trees. There is not enough memory nor enough processing speed but I can render about 6x6 chunks which is not alot. Each chunk is 10x32x10 blocks. 32 is the height. If I try to make a bigger array I get a hard crash so that is what I am working with right now unless someone has a better idea.

I will update here and on twitter if I make any progress.

Code that I have been reading;
https://github.com/smealum/3dscraft
https://github.com/fogleman/Craft
https://github.com/camthesaxman/cubecraft/
https://github.com/kperdlich/wii-voxel-engine
https://github.com/open-develop/lamecraft
https://github.com/CrossCraft/CrossCraft-Classic

Most of these projects have stopped development years ago. But as the saying goes; nothing tried, nothing done. Worse case scenario it will be a demo/screensaver. If you have any comments/questions reply below or follow me on twitter @newogame .

Screenshots;
screenshot_20220212001652.pngscreenshot_20220212001958.pngscreenshot_20220212002323.pngscreenshot_20220212003011.png

screenshot_20220224205918.pngscreenshot_20220224210205.pngscreenshot_20220224211455.pngscreenshot_20220225224427.png
 
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newo

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^ @wiiAdventurer yes I had seen that but its mostly a minecraft client so I did not list it. The draw distance is super low as well which is one of the things that annoyed me. Getting good draw distance us CPU intensive, especially with the number of blocks that need to be checked for visibility. I got bored with working on this because the progress slowed down drastically but its still on the shelf. I pivoted and took some of the code and now I am playinig around with a pointer based shooter prototype (see other thread).

I should probably put up a demo of my progress in this but i dont like flooding the wii scene with unfinished concept work. Bare minimum there should be collission detection which wasnt finished.
 
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wiiAdventurer

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That's so cool looking!

You know what it made me think of. Have you ever considered doing a target shooter ala "Link's Crossbow Training"? You could have IR controls and show off all your pretty worlds that you've created over the years.

EDIT: though a physics based game where you are traveling on foot exploring a future-istic city sounds cool too. Maybe too ambitious :D
 
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newo

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Here are some screenshots of where I stopped workng on this. The problem with games like this is that you need lots of CPU to process the world and I was pretty always at my personal best. Maybe in a couple years I will get smarter and pick it up again.


screenshot_20220315000220.pngscreenshot_20220318163845.pngscreenshot_20220320201710.pngscreenshot_20220322192617.pngscreenshot_20220324080105.pngscreenshot_20220324080413.pngscreenshot_20220325100747.pngscreenshot_20220325101036.png
 
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wiiAdventurer

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@newo - what do you mean animations? It just had the targets sorta "pop" up, I assumed that was translation vs an animation. I don't recall Crossbow Training being too heavy animation wise but maybe I'm misremembering.

Also, that looks very nice!
 

locomia

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Did you already had contact with woxelcraft or his creator?

https://wiibrew.org/wiki/Woxelcraft

I guess he created a topic here too.. As far as I know, it's an unfinished minecraft project for wii. Maybe you guys can do something together or change ideas..

It would be great having a fully-functional minecraft-style game on wii!

About processing long horizon in limited cpu capacity, how about you add a fog/blur effect in the horizon, some blocks ahead, as if the weather were "cloudy"? Any chance of this approach relive some processing needs? If yes, you could use it as temporary workaround while you develop other parts of the game.. (It's Just an idea, I don't have a clue if it will make sense for you)
 

newo

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About processing long horizon in limited cpu capacity, how about you add a fog/blur effect in the horizon, some blocks ahead, as if the weather were "cloudy"? Any chance of this approach relive some processing needs? If yes, you could use it as temporary workaround while you develop other parts of the game.. (It's Just an idea, I don't have a clue if it will make sense for you)

I have looked the source code for many of the engines (see first post). The wii cpu sinply cant handle the amount of processing needed. Fog does not look good. Alot of the projects that i looked at were abandoned. I think the authers pushed as far as they could go and no longer wanted to work on it. If they could do more they would have completed what they started .

Programming this type of game engine is going to take someone really clever. Teamwork is not going help at all.
 

Jonathdos

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No, i stopped working on it when i ran out ideas for speeding up the rendering. The wii is just not fast enough for a good render distance.
Ok, well, this has nothing to do with it, but in which console is it easier to program?
 
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