PrinzPiuz

Software Engineer | Nuventure | Cochin


My Media Server Set-up

Published June 13, 2020 🕐 4 Mins

Dotnet 3ds Toolkit !!link!! Page

gpu.Clear(Color.CornflowerBlue); gpu.DrawTexture(_icon, Vector3.Zero); gpu.DrawString($"FPS: Performance.FramesPerSecond", 10, 10); gpu.Present(Screen.TOP); // Present to top screen only

public override void Update()

private Texture _icon; private CirclePad _circlePad; dotnet 3ds toolkit

public override void Draw(GraphicsContext gpu)

| Project | Language | Purpose | | :--- | :--- | :--- | | | C# | A complete managed 3DS emulator (not for homebrew authoring, but proves C# can handle 3DS logic) | | DotNet3ds (GitHub archive) | C# + C | Early attempt at libctru bindings (2016-2018, now stale) | | NitroSharp | C# | NDS (Nintendo DS) toolkit – architectural inspiration for 3DS | | MonoGame.3DS | C# | Unofficial fork of MonoGame targeting 3DS via C++ interop layer | private CirclePad _circlePad

if (TouchScreen.Pressed) Console.WriteLine($"Touch at TouchScreen.Position");

Real-time 3D action titles (e.g., a homebrew Super Smash Bros clone) would struggle with nondeterministic GC pauses and the overhead of marshaling. Real-time 3D action titles (e.g.

public override void Initialize()