Amiigo
deko3d
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Amiigo
- Release 2.3.2: Emuiibo 1.0 support & Random UUID options
- Amiigo (on console emutool for Emuiibo) 2.3.0: Favorites, bug fixes, and more
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Getting ready for winter! (fall, year 1)
#1: I left Ubisoft to go indie in solo, here's my first game working a modded Nintendo Switch ! #2: MissionControl v0.6.0 released (13.0.0 support) | 3 comments #3: Amiigo 2.0 - An Emuiibo front end and Emutool alternative. | 18 comments
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emuiibo on firmware 13.2.0 and atmosphere 1.2.5
I don't know how to bulk convert bin files, but I found that amiigo makes it very easy to create the files needed for emuiibo right on the Switch.
- Amiigo 2.1.0: Bug fixes and improvements
- Amiigo 2.0 - An Emuiibo front end and Emutool alternative.
deko3d
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how do i implement vulkan on my driver
If you just want a low level graphics api, and you don’t care about some of the abstractions Vulkan offers, you might consider checking out Deko 3D. It’s a stripped down version of Vulkan for the NVidia Tegra X1
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Nvidia Publishes 73k Lines of 3D Header Files for Fermi Through Ampere GPUs
That's not exactly correct. This is register maps for the 3d engine (also called class), what you describe would be closer to the shader ISA.
In driver code you'll see them building command buffers that set registers in those classes to certain values. It could be the RGBA values of the clear color, or a virtual address in the GPU space.
This documents the names of these registers. This makes reverse engineering somewhat easier as you don't really have to guess anymore. But in most cases it was pretty clear from the start, and for some generations those were already well documented by open source efforts. One of best known gens is probably Maxwell since it was used in the Nintendo Switch, see for instance [1] (or code in yuzu/Ryujinx) which is the equivalent of those headers NV published.
However this isn't a very big step in documenting their GPUs. The exact functions of those registers aren't explained, but most importantly the shader ISA isn't documented at all, which is essential to build a good open-source driver.
Source: I have reverse engineered some driver code for Maxwell (and used similar headers to write drivers for nvdec and nvjpg).
[1] https://github.com/devkitPro/deko3d/blob/master/source/maxwe...
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PSA: Use Android on Switch for Moonlight game streaming
They're 100% wrong. There are homebrew emulators that work on the switch just fine and have GPU access and there's also things like this: https://github.com/devkitPro/deko3d
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Is opengl good for writing game engines or is the smth better? C++
Unfortunately not much info is publicly available about it. Recently a homebrew rendering API was released that builds upon reverse engineering efforts: https://github.com/devkitPro/deko3d.
What are some alternatives?
emuiibo - Virtual amiibo (amiibo emulation) system for Nintendo Switch
tinyrenderer - A brief computer graphics / rendering course
aio-switch-updater - Update your CFW, cheat codes, firmwares and more directly from your Nintendo Switch!
SysDVR - Stream switch games to your PC via USB or network
wumiibo - Amiibo Emulation for 3ds
sys-clk-Overlay - Editor for your sys-clk configuration using ovl-loader!
Rekado - Payload launcher and serial number checker for Nintendo Switch
Sunshine - Sunshine is a Gamestream host for Moonlight. [Moved to: https://github.com/LizardByte/Sunshine]
Amiigo - GUI for Emuiibo
Moonlight-Switch - Moonlight port for Nintendo Switch
emiibo-mac - Create Emuiibo files on mac
NX-Shell - A multi-purpose file manager for the Nintendo Switch.