Forum

help compiling quakeGX Wii

Discuss programming topics for the various GPL'd game engine sources.

Moderator: InsideQC Admins

Postby Eluan » Tue Jul 27, 2010 12:56 pm

r00k wrote:Most of these wii ports are wrappers of openGL to GX api. So a lot of the internal workings are not as user friendly as one might assume. The only usefulness of these ports would best be to use quakeC mods on the wii. But from an engine standpoint it's a lot of work. IMHO Quake plays best using mouse+keyboard not a remote+nunchuck, so most mods lose functionality... :|


That sure isn't completely true, QuakeGX uses no wrappers, I ported the code myself.

The general ugliness of the glquake renderer remained, but that was because the similarities between GX and GL allowed me to port the code without completely rewriting the renderer.
Eluan
 
Posts: 10
Joined: Sun Jun 15, 2008 9:03 am
Location: Florianópolis, Brazil

Postby r00k » Thu Jul 29, 2010 6:30 am

My bad, the #include <ogc/gx.h> file wasnt included in the .tar so I assumed the opengl calls were re#defined there...
r00k
 
Posts: 1110
Joined: Sat Nov 13, 2004 10:39 pm

Previous

Return to Engine Programming

Who is online

Users browsing this forum: No registered users and 1 guest