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BrewSim

  • 4 Devlogs
  • 12 Total hours

A MoSim for homebrewed consoles(3ds, WiiU, Wii)!

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3h 44m 56s logged

I was pushing on the Wii U implementation but getting anything other than a background color was not working. I decided for now to work on getting a ball, which meant I had to add more physics functionality to the game. Overall pretty good, maybe next I can try the other consoles to get to this state.

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2h 7m 50s logged

This use of free will was to optimize the model for the pc, and get the model working in the wii. Used meshlab to simplfy and had to work with the parser and wii’s 3d graphics to get this all working together. It was very hard to get the wii to load all of this while making it run good or at all. Overall very painful, im suprised its running this well.

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4h 43m 57s logged

My PC was in maintenance for a bit so:

I added a real robot obj to the game, and it was so taxing to everything. The parser had to be reiterated multiple times, and I was able to finally load the robot obj to the screen. The obj is way to large to add to the other platforms so going to have to reduce the complexity.

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1h 34m 30s logged

I got all the environments and compilers to build perfectly, which was very hard to get everything to work flawlessly. Started to work on basic robot movement for the PC and Wii and its pretty cursed to work with. It is really eye opening to learn these low level ways to do graphics.

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