Homebrew [WIP] Updated Godot Engine for 3DS Homebrew

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For the time being I have put the godot 4 port on hold because godot 4 just requires too much resources.
I started work on porting Godot 1 as it seems to be the version that would work the best on 3DS since this version is intended to have a fixed point renderer which is compatible with the workflow of the 3DS, it also will use way less ram
 
For the time being I have put the godot 4 port on hold because godot 4 just requires too much resources.
I started work on porting Godot 1 as it seems to be the version that would work the best on 3DS since this version is intended to have a fixed point renderer which is compatible with the workflow of the 3DS, it also will use way less ram
Godot 1 ? Seems funny ! I shall begin to code in this version then !
 
I already updated the code of godot 1 for it to build with modern sdks and I started the 3DS port (it's not ready yet)
I also recovered the godot 1 documentation, so it's on the wiki of the repo
Wonderful ! Gotta check that later.
 
Honestly, godot 1 was probably the right choice for the 3ds.
I already got it to run headless (so with only gdscript running with no graphics and audio).
And since godot 1 supports fixed pipeline, implementing the citro3d renderer should be pretty simple.
 
Great to hear that you are continuing!
Is Godot 1 2D only?

The wiki looks like 3D is supported? Apologies for my illiteracy about godot.
https://github.com/SeleDreams/godot-legacy/wiki/import_3d

I am excited about this.

If I understand correctly fixed pipeline equals to the immediate mode of citro3d, i.e. not shader based as with OpenGL 3+?
 
Last edited by NoiseCommander3DS,
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Great to hear that you are continuing!
Is Godot 1 2D only?

The wiki looks like 3D is supported? Apologies for my illiteracy about godot.
https://github.com/SeleDreams/godot-legacy/wiki/import_3d

I am excited about this.

If I understand correctly fixed pipeline equals to the immediate mode of citro3d, i.e. not shader based as with OpenGL 3+?
Yeah since the 3ds only supports vertex shaders anyway. It doesn't support fragment shaders.
but I actually found out another team already is working on a godot 1 fork with improvements so I ended up cancelling this one for the 3ds (i might however keep it for another platform)

so I went back to updating my godot 4 port
Post automatically merged:

https://github.com/SeleDreams/godot-4-3ds
right now, I fixed the build so it is in a buildable state (though there's still no real renderer)
I'm right now working on updating it to the latest godot 4 master
 
Last edited by Pikachuk,
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Yeah since the 3ds only supports vertex shaders anyway. It doesn't support fragment shaders.
but I actually found out another team already is working on a godot 1 fork with improvements so I ended up cancelling this one for the 3ds (i might however keep it for another platform)

so I went back to updating my godot 4 port
Post automatically merged:

---
right now, I fixed the build so it is in a buildable state (though there's still no real renderer)
I'm right now working on updating it to the latest godot 4 master
Will you put a tutorial in order to launch a game on the 3ds ? Or is there already one ?
Also, I only have an old 3ds, will it be a problem ?
 
Will you put a tutorial in order to launch a game on the 3ds ? Or is there already one ?
Also, I only have an old 3ds, will it be a problem ?
I'd say it's far from being the priority right now since it's not in a usable state
Post automatically merged:

IMG_4868.jpg

I just updated the godot 4 port to the latest master https://github.com/SeleDreams/godot-4-3ds/
it still doesn't have a renderer, it's headless atm
Post automatically merged:

Bumped the version to 4.3 RC after merging 29 commits from master
Post automatically merged:

Great news:
It seems like godot 4 has a feature allowing to scan our game project and disable all the features that aren't used by the game.
That's huge because it allows to drastically reduce the godot binary size, and as such to make the game very small.
The 3ds is super limited in RAM so the smaller the binary, the more ram will be available for the game.
 
Last edited by Pikachuk,
I was wondering is there any chance of the touchscree ever being usable? Also thanks for your work!
 
Damn I'm pretty late, is this still being developed? And maybe just go with godot 3 if 4 doesnt work, godot 3 is awesome
 

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