Wire3D (Wii Independent Rendering Engine 3D) is an open source, object oriented, multiplatform 3D engine written in C++, supporting homebrew Wii and Windows (DirectX). It provides a framework to developers for writing platform agnostic 3D applications (including physics using the Bullet Physics library) that run on Wii and Windows out of the box.

Wire3D: Demo
Watch this video on YouTube.


* draw call batching of static and dynamic geometry
* text rendering
* skybox node
* VertexBuffer uses 32bit color (instead of 4 floats) now, so no more conversion at Bind() time. Note: Although interface changed, there are no changes for the user due to implicit conversion operators to/from ColorRGB(A).
* IndexBuffer only uses 16bit indices, as Wii does not support 32bit indices anyways. Note: Interface only changed on IndexBuffer::GetData(), if you are accessing index buffers via operator there are no changes necessary.
* (PC) fixed renderer statistics bug when ResetDevice()/DestroyAll() was issued.
* (PC) fixed NVIDIA PerfHUD getting stalled when pressing a key.
* (Wii) fixed anisotropic texture filtering

* tleaking vertex data fixed
* support for “Static” flagged transformations
* fixed missing Spotlight parameters

* freetype2 font engine added

* updated Sample3, Sample10 and Demo to showcase new features