Homebrew Ds 3D abilities

Nikki_Wikki

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I have no idea how to program for the ds or at all, but I plan on teaching myself through forums ect. But I have a question: how good is the ds with 3D graphics? I want to make a Super Mario Galaxy clone for the ds and I was wondering if this is even possible if I can water down the graphics significantly.
 
I have no idea how to program for the ds or at all, but I plan on teaching myself through forums ect. But I have a question: how good is the ds with 3D graphics? I want to make a Super Mario Galaxy clone for the ds and I was wondering if this is even possible if I can water down the graphics significantly.
I've never done anything for the DS, but it could not handle an accurate SMG engine. And 3D graphics don't work well on NDS iirc
 
If you want to try something like that my guess would be to try modding super mario 64 ds that way you have an understanding more or less how much it can handle when it comes to graphics
 
You'd have to tone down more than just the graphics, which would have to be REALLY toned down in order to properly run your own complex engine that's optimal enough to run on the DS.
What you're trying to do would be like trying to make a GTA 4 remake for Wii--a console which has nowhere near the appropriate architecture needed to run some of the most necessary things about its engine.
 
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As others have mentioned DS 3d is not a terribly advanced concept, 3ds 3d is not that much better (it was an old version of the mobile opengl with a few of the concepts from newer versions haphazardly bolted on) but at least resembles a more modern 3d setup. There are some homebrew libraries for the DS which allow you a measure of syntax similar to popular 3d APIs but you are still going to want to know enough that most of http://problemkaputt.de/gbatek.htm#ds3dvideo makes sense to you where for other things you can probably almost be an artist/animator and have it work.

Scratch test
Skipping around

No special features that make heavy use of any features not present on the DS, enemy/object count, draw distance required does not seem too far off


The Galaxy small worlds joined thing is just a camera trick really. I am not sure how they did it for this but I would probably just set the camera origin in the middle of the sphere and then translate it up a bit as well as pull rotation and camera direction from the relevant item (probably the player character). Doubtless there were many more refinements on the level of zoom, movement speeds/curves and such else it would be instant motion sickness for many but the core concepts are nothing drastic.
 

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