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My first job coming out of college was working on a multi-platform game engine, and my first task was assembling a 3DS prototype board[1] and porting the engine
by dpiers 6y ago
My first job coming out of college was working on a multi-platform game engine, and my first task was assembling a 3DS prototype board[1] and porting the engine over.
It was horrible and fantastic at the same time. The debugging tools were poor, most of the documentation hadn't been translated to english yet, and testing the dual-camera rendering pipeline required hunching over the desk to be in the sweet spot for the parallax to work.
I still love that kind of low-level development, but these days python and shell scripts pay the bills. RIP 3DS, and thanks for the memories.
1: https://www.engadget.com/2010-05-17-is-this-a-prototype-of-the-nintendo-3ds.html https://www.engadget.com/2010-05-17-is-this-a-prototype-of-t...
- gxqoz 6y agoThe docs were probably better than they were for the NES. Nintendo's were poor translations from the already sparse Japanese version (think of an entire book full of the Engrish found in early NES games). Australian developer Beam Software did good business writing their own NES docs that were much more user-friendly. Dominic Arsenault goes into why this was something of a deliberate strategy for Nintendo in his book on the SNES, Super Power, Spoony Bards, and Silverware.