There was a 3DS tutorial series made by Unity - covered a bunch of topics. I been scouring the web for it. It could be downloaded from the Dev forums. Someone has it on a hard drive somewhere! I just need to convince them to upload it
I do know that they were the bane of many 3DS Unity Dev's because of a bunch of deprecated Open GL ES 1.1 functions. If you had an in house Shader guy you were fine but most people starting with unity 3DS had it rough. Its kind of like Unity 3 - 4 those were rough times for shaders. back then I had no clue how to write them and I was used to Unreal 3's node based shader editor ahh what a time..These kids today with there insta map exports auto weathering, PBR and Deferred rendering engines with ambient occlusion and bounce lighting! you can actually build an entire forest to scale We had to bake everything! we had no speedtree, we had to match every texture by hand in our Froward rendering engine and we were grateful! because we didn't have to use brushes in q-radiant! Get off my digital LAWN!
What little I know I am happy to share so if you have shader /Graphics questions ask away. I cant promise I know the answer to all or that I'm an expert with the most efficient way to do it but I'll share what I got.
I haven't messed much with screen based effects ( post effect shaders ) which is what I'm guessing you might want on a 2d game. Maybe bloom and color correction are possible since that tech existed in GL ES 1.1 to a limited capacity. Its Ironic the 3DS GPU is capable of GL ES 2.0 effects but Nintendo cheaped out and didn't get the extended library so that's why the GPU can do some 2.0 shader instructions but cuts off on per pixel effects. least that's what I have understood..take it with a grain of salt
here is the GPU demo video of the era:
Having an official tutorial series sounds like a goldmine of things we should or should not be doing
As of know, at least in my case, it was ALL trial and error haha... And also sometimes just trying to guess how something works lmao
(LOOKING AT YOU, BANNERS) (OHH UDS, YOU'RE SUCH A BASTARD)
Getting back on topic, I can imagine the sheer frustration trying to work with deprecated and outdated GL ES functions. I personally only "worked" with shaders a little bit, but it was mostly just looking at it and saying, yeah I like this one. It's weird to me you mentioned that the 3ds can indeed handle at least some GL ES 2.0 effects, sounds like they started implementing it but then forgot about it, or just outright stopped for seemingly no reason LOL
Thanks! Yes it's being made in Unity, it's the 2d project I mentioned in my last message, so far it's been an absolute blast! I haven't worked that much with Unity before this project, and it's my first time making a game this big, so this is an awesome learning experiencebtw CooingMaxito love the Undertale Port you are working on. is this project in unity?
Es muy impresionante
Especially for the 3ds, since I have to optimize pretty much everything! Or at least I do because I'm also making it for old models.
Hopefully I won't need to use any fancy screen effects in this game, aside from like probably one enemy and 2 bosses. If I have any questions or get stuck somewhere I'll definitely come and ask
Saludos de México





















