libctr-rs | libnx | |
---|---|---|
2 | 7 | |
6 | 1,227 | |
- | 1.1% | |
10.0 | 7.2 | |
over 1 year ago | about 1 month ago | |
Rust | C | |
MIT License | ISC License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
libctr-rs
Posts with mentions or reviews of libctr-rs.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-02-10.
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[media] I spent time porting rust to the Nntendo DS
Have you had any thoughts of porting the C lib to rust rather than a safe wrapper around the bindings? It would be a rather unsafe lib at first but could keep it all Rust. Just an idea though, safe wrappers are always good! Here is an example of an unofficial 3ds port.
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[2022] Running Solutions on the Nintendo Switch
The other is a unofficial and only on github crate that is an almost full Rust implementation of libctru that allows for more control but utilizes a lot more unsafe because of system calls. This still includes some bindings from the original library. It can be found here.
libnx
Posts with mentions or reviews of libnx.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-01-13.
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[2022] Running Solutions on the Nintendo Switch
The SDK used by most, if not all switch developers, is libnx. As a Rust enthusiast, I wanted the core logic in Rust so I just built the display in C/C++ which the switch library is written in.
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Indie peggle-likes are having a good week.
Could you publish all of the source code that you wrote, but leave out Unity source code and plugin source code, while also linking to where people can get the proprietary engine/plugins? That way, when someone eventually makes a Unity-compatible engine, someone could re-implement all the plugins and release a full source version. I think this is what rRootage Reloaded did, publishing the code of the game logic but not any Nintendo SDK stuff (A libre replacement Switch SDK exists (libnx, I think), and I've considered modifying rRoortage Reloaded to work with that, but I haven't gotten around to it (plus I don't really know what I'm doing lol).).
- need help regarding cfw, confused
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Compiling a Go program into a native binary for Nintendo Switchâ„¢
If somebody interested in homebrew development for Nintendo Switch - take a look at libnx and switchbrew wiki
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Developing games in Go for Nintendo Switchâ„¢ (English ver.)
https://github.com/switchbrew/libnx (SDK for writing homebrew applications)
- Assembly
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Emummc In File Or Sd Partition
If you need a proof: https://github.com/switchbrew/libnx/issues/161#issuecomment-473910049