This repository contains an unfinished port of the Godot 4 game engine for the Nintendo 3DS.
The goal is to be able to develop 3DS games using the Godot Engine.
The renderer is not yet functional, however, the engine does start and run gdscript code headless.
The godot runtime gets bundled in a 3DSX with the content romfs directory present in platform/3ds/romfs.
Godot, when starting uses the arguments --main-pack romfs:/Game.pck --display-driver 3ds --audio-driver Dummy
As such, if you want to change the project loaded by godot on startup, you will need to change the Game.pck that is bundled in the romfs directory.
Only open source SDKs are used for the development of this port.
No Nintendo SDKs are used in any part of it, as such there are no legal issues with it.
In order to build it, you will need to have Scons as well as Devkitpro's SDKs installed with the DevkitARM toolchain and libctru.
You will also need to have the following portlibs installed : 3ds-freetype, 3ds-bzip2, 3ds-libpng and 3ds-zlib.
Devkitpro's install instructions are available at : https://devkitpro.org/wiki/Getting_Started
Ensure that devkitpro/tools/bin is in your environment PATH so that 3dsxtool and picasso can be called by the build system (I do plan to make it instead rely on the devkitpro path defined to make it easier in the long run).
You can check if it is the case by typing 3dsxtool
in the command line, if you get an error that says it isn't found, you'll need to add the path to your PATH environment variable.
Once you have everything, you should be able to build godot 3DS using
scons platform=3ds target=template_release devkitpro=/path/to/devkitpro
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.
Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Godot Foundation not-for-profit.
Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.
Official binaries for the Godot editor and the export templates can be found on the Godot website.
See the official docs for compilation instructions for every supported platform.
Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.
The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.
To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.
The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.
The class reference is also accessible from the Godot editor.
We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.
There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more information.