Homebrew C# porting?

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1. C# isnt compiled to machine code, its compiled to byte code (MSIL specifically) and has to run on MS's CLR environment.
2. Unity is apparently a thing for n3ds, but I personally wouldnt touch it with a 10ft poll. Theres a reason its n3ds only, because the extreme code overhead that would cause o3ds to lag.
Well, it might not be the best code-wise, but it's the easiest to develop for by far, that's why so many indies use it :/
 
And for me it takes the fun out of programming games. its just flipping through menus all day.
I don't understand... :(
Unity has been one of the greatest things that happened to me since sliced bread. And the fact that now, we finally have a Unity build that actually creates a game for a popular portable gaming console, I think it could lead to some great potential if you get used to it. I have been game designing in Unity for about 2 years now, making games for PC, mobile, PS Vita, and now Wii U as well! And I think the 3DS build would surpass them all the most because of the fact we can design stereoscopic 3D games and create full-on 3D graphics on such a tiny device! It's simply revolutionary in my opinion! :P
 
I tried it before, i find it more cumbersome than anything. And for me it takes the fun out of programming games. its just flipping through menus all day.
Maybe some people just don't have the time(or passion, but I don't know why you wouldn't have that :P) to write their own huge native c engine. But I can understand why you don't like unity, it can be really exhausting sometimes.
 
Just to be honest i don't think that obtaining a WII U devkit with a Unity build is hard at all. I've read a lot of reports of people succesfully joining Nintendo indie dev program with a simple request. The amount to pay isn't even that big (but neither small, i don't know the precise cost but i suspect it to be around the 1000 bucks mark)

Never heard anyone obtaining the 3ds kit this way though
 
Last edited by Slashcash,
I don't understand... :(
Unity has been one of the greatest things that happened to me since sliced bread. And the fact that now, we finally have a Unity build that actually creates a game for a popular portable gaming console, I think it could lead to some great potential if you get used to it. I have been game designing in Unity for about 2 years now, making games for PC, mobile, PS Vita, and now Wii U as well! And I think the 3DS build would surpass them all the most because of the fact we can design stereoscopic 3D games and create full-on 3D graphics on such a tiny device! It's simply revolutionary in my opinion! :P
Well for what its worth, Normmatt and Myria already think im crazy for liking to code engines, but mehh.. I just liked to know how the engine works and make it as flexible as i want.
 
Well for what its worth, Normmatt and Myria already think im crazy for liking to code engines, but mehh.. I just liked to know how the engine works and make it as flexible as i want.
Code engines make developing a hell of a lot more easier, while keeping your project as unique as possible in the process. At least that's how I feel about them anyway...
 
Code engines make developing a hell of a lot more easier, while keeping your project as unique as possible in the process. At least that's how I feel about them anyway...
I've always felt that theres 2 kinds of situtations.. either you're coding your engine from scratch so you know how it works, or you're using a prefab engine and youre reading a manual on how it works.
 
I've always felt that theres 2 kinds of situtations.. either you're coding your engine from scratch so you know how it works, or you're using a prefab engine and youre reading a manual on how it works.
Surely building your own engine from scratch is going to delay you even more though. :unsure:
 
Surely building your own engine from scratch is going to delay you even more though. :unsure:
Not really. I made a simply platformer in a day with ctrulib, lol. I'll probably work on that more some time. The closest i'll get to prefab anything with making games is like using C# and XNA, because XNA makes controls easy to deal with. I've already tried to bite the bullet and deal with the options wiiu-dev game me but i lose interest too fast.
 
Not really. I made a simply platformer in a day with ctrulib, lol. I'll probably work on that more some time. The closest i'll get to prefab anything with making games is like using C# and XNA, because XNA makes controls easy to deal with. I've already tried to bite the bullet and deal with the options wiiu-dev game me but i lose interest too fast.
I don't really want to turn to ctrulib... I'd much rather prefer to use the official CTR SDK to create an engine. (Would that be possible too?)
 
I don't really want to turn to ctrulib... I'd much rather prefer to use the official CTR SDK to create an engine. (Would that be possible too?)

Actually if you reached the point where ctrulib is limiting you and you require the official CTR SDK to build your game engine well... or you are a genius or you already have an actual job in the industry
 
Actually if you reached the point where ctrulib is limiting you and you require the official CTR SDK to build your game engine well... or you are a genius or you already have an actual job in the industry
haha, well I'm not exactly in the game designing industry just yet! :shy:
I just find it good practice to try and gather every drop of development software I can get, and experiment with it to see what I can stir up so I am ready for when that time does come. ^_^
 
I'm just curious, how hard is it to go from e.g. Java or C# to a 'proper' language like cpp?

I've learnt some of the former two recently but at some point I'll want to move to a 'proper language'.

So far the main differences I know are the print function and that cpp requires more manual memory management.
 
There is 0 zero point in running clr on 3ds.
And unity is not equal to c#. And it should be faster then c# games since it uses c# only for scripting, everything else is native. But again, there is 0 point in writing homebrew app on game engine.
 
I'm just curious, how hard is it to go from e.g. Java or C# to a 'proper' language like cpp?

I've learnt some of the former two recently but at some point I'll want to move to a 'proper language'.

So far the main differences I know are the print function and that cpp requires more manual memory management.

How hard it is really depends on how well you know these languages. In my opinion a GOOD java only coder can switch to C++ easily, i would say a couple of weeks should be more than enough, while switching to pure C could be a little more complicated instead.

I think that Java is really the best introduction to C++, how to recognize when you've reached a good skill level?

When you don't see the differences between languages anymore!
 
Last edited by Slashcash,
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