Author Topic: Tremulous & Wii  (Read 12454 times)

Death On Ice

  • Posts: 1287
  • Turrets: +126/-141
Re: Tremulous & Wii
« Reply #30 on: November 30, 2007, 11:45:06 pm »
Get an SDK. 'Nuff Said.

Or try my earlier posted idea, which was reasonable, and doesn't require any knowledge of anything but a computer and a web browser*, skills I hope you already have.

*If you're a retard, there may be more requirements.

Eyn Xaeyn

  • Posts: 112
  • Turrets: +3/-65
Re: Tremulous & Wii
« Reply #31 on: December 01, 2007, 12:12:48 am »
wat a SDK ???

Death On Ice

  • Posts: 1287
  • Turrets: +126/-141
Re: Tremulous & Wii
« Reply #32 on: December 01, 2007, 12:26:56 am »
Software Developtment Kit

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
spam spam spam, waste waste waste!


Eli

  • Posts: 72
  • Turrets: +2/-4
Re: Tremulous & Wii
« Reply #35 on: December 11, 2007, 02:36:58 am »
There's no need for typing imo just make a mic that attaches to the wiimote >.>
ngame name:(Cebt)Namrorrim

I EAT BUTTERED TOAST MOOO!!!

Quote from: "_Equilibrium_"
if baricades cost 1 bp each, we could build some sweet mazes.

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Tremulous & Wii
« Reply #36 on: December 11, 2007, 06:43:38 am »
Reality check: The Wii is a console with the following specifications:
729MHz PPC architecture CPU
243MHz GPU
88MB SRAM (in the CPU package)
64MB DDR3
3MB texture and framebuffer memory
512MB FLASH to store OS, etc.

Good luck getting trem to perform well there, and getting the Wii OS to run trem at all.
Considering Quake 3 was designed to run on less than that, I think Tremulous would run beautifully on Wii. Given it is optimized correctly(cpu speed doesn't always mean the system is slow), and minor parts are re-written to utilize the Wii's non-standard memory design(3MB texture memory is mainly for specialty uses). Tremulous can run with com_hunkmegs 64, so the memory limit is hardly an issue.

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
Re: Tremulous & Wii
« Reply #37 on: December 11, 2007, 08:00:21 am »
True, Q3 should run on a Wii without any performance issues (for comparison Q3 was successfully ported to and ran rather well on a Dreamcast). I was thinking more of the difference in complexity of the original Q3 content and the Tremulous content. Q3 ran on it's minimum specs because it had low poly models, maps with low geometric detail and low resolution textures. Rendering scenes on complex maps like Arachnid2 with many players and particle effects at once will bring a system with 8x the minimum Q3 specs to it's knees.

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Tremulous & Wii
« Reply #38 on: December 11, 2007, 09:54:48 am »
It's also PPC-based, and has lots of hardware acceleration features. This is a gaming system we're talking about. If Tremulous were ported to the Wii and utilized all of it's hardware technologies it would run great. There are games for the Wii out there that are more graphics and CPU intensive.

Remember, the Wii isn't x86 and a lot doesn't happen on its CPU so whatever slowness that occurs on the PC might just be because of the way the PC hardware is designed.