PC-based Wiimote development tools/advice

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1 comment, last by viper110110 13 years ago
Hey folks! Uni life is coming to a close so I'll have more free time on my hands where I'm not stressing about coursework or exams soon! I'm looking to play around with some game dev, I've been away for too long!

I have an idea that I can only see working with the Wiimote as an input device - it would involve various gestures and movements such as holding hands in the air, moving them up/down/forwards/backwards. I've heard of a couple of libraries for Wiimote development on the PC but I wanted to ask if anyone has experience using any of them and any advice they have? What libraries have you used, what limitations have you experienced etc?

I'm also looking for a 3D engine to use in prototyping my idea - any recommendations? I'm a strong C++ programmer and I've got some experience with C# too. I looked at Unity but I've heard using a Wiimote library with the free version is horrible - I hear the input values have to be written to a file by some program then read from within Unity! Any recommendations here?

Many thanks!
Progress is born from the opportunity to make mistakes.

My prize winning Connect 4 AI looks one move ahead, can you beat it? @nickstadb
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Some time ago I used a WiimoteLib (http://www.brianpeek.com/blog/pages/wiimotelib.aspx) together with Mogre (both are C# powered, Mogre is a C# wrapper for OGRE) to do some research but I had no good ideas so I let it go.
If you want to experience in C++ you can try a WiiYourself! library (http://wiiyourself.gl.tter.org/) together with Ogre3D (it is written in C++).

I saw also some games on PC made with it and they were really cool, but it was quite tough to make something own... (but in nowadays this libraries could made a great step ahead)
I create cool-looking Graphical Installers in NSIS:
http://unsigned-softworks.sk/installer
http://unsigned-softworks.sk/en/images/gallery/solutions/solution_1.jpg
http://unsigned-softworks.sk/en/images/gallery/technical/technical_1.jpg
I tried something like this a while ago. I spent 6 hours one day connecting the wiimote to my computer and tracking down the library (I think I used the wiimotelib in the previous post). I then spent 6 hours the next day using C# and XNA to make a "flight simulator". This involved detecting the ways the wiimote was tilted and then transforming the matrix of the airplane. I didn't do anything other than that (I made the airplane using 3 boxes in 3ds max, and the "world" was a plane with a few giant shapes).

Long story short, C#, XNA, wiimotelib from the last post, very easy. It was also my first time using matricies directly to store the position, rotation, and scale.

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