private Texture _icon; private CirclePad _circlePad;
gpu.Clear(Color.CornflowerBlue); gpu.DrawTexture(_icon, Vector3.Zero); gpu.DrawString($"FPS: Performance.FramesPerSecond", 10, 10); gpu.Present(Screen.TOP); // Present to top screen only dotnet 3ds toolkit
Yes, for specific use cases: Turn-based RPGs, puzzle games, visual novels, and utility apps (save managers, file browsers) can tolerate occasional GC and AOT constraints. private Texture _icon; private CirclePad _circlePad; gpu
if (TouchScreen.Pressed) Console.WriteLine($"Touch at TouchScreen.Position"); private Texture _icon
| 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 |
_icon = Texture.FromFile("romfs:/gfx/icon.ctpk"); _circlePad = new CirclePad(PadUnit.LEFT);