https://godotengine.org/
Not yet finished. I started working on building Godot to use homebrew libraries and toolchain. I don't know when this will be usable, but most 2D canvas features are usable, so it shouldn't take much longer. More complete 3D support will take a little while longer.
Anything beyond simple games with minimal scripting run a bit sluggish on O3DS, though I imagine it's much better for N3DS (I don't have one to test). Can still still expect > 20 fps on O3DS so usually playable, and simple games can still achieve 60 fps.
I'll post updates on this thread, and probably test builds soon (only CIA for now).
Things to keep in mind if you're making a game for 3DS compatibility:
- Avoid using shaders, they will largely be ignored, at least for now.
- Avoid using 2D lighting/occluders for now, they're not implemented.
- Use 800x480 render window in settings, the aspect ratio is correct. And with anti-aliasing enabled, it will render at that resolution and then the transfer engine will scale it in half accordingly.
- Use Fixed Materials (again, avoiding the use shaders.
- Avoid using a lot of GDScript. If you have game logic used a lot, use C++ modules when possible. Using a lot of a scripting engine quickly degrades game performance, and you want to avoid making your game a N3DS exclusive.
1. Make sure you already have devkitARM, ctrulib, and citro3d
2. Make sure you have SCons installed and everything need to compile Godot.
3. Clone my repo branch: https://github.com/Cruel/godot/tree/3ds
4. Build command:
2. Make sure you have SCons installed and everything need to compile Godot.
3. Clone my repo branch: https://github.com/Cruel/godot/tree/3ds
4. Build command:
Code:
$ scons p=3ds -j4 target=release
Last edited by TheCruel,