Updated engine for Counter Strike Nintendo DS Link : https://github.com/Fewnity/Counter-Strike-Nintendo-DS
- SetFov(int) function
- Increase the physics limit
- Improved Physics groups to disable collisions between some collider
- Texture wrap enabled
- Small fixes
- Improve animation performance
- Fix collision system
- Float position for text
- Add real 2D support (without the 3D engine)
This is a 3D game engine, a lot of functions designed to simplify the process of making a 3D game. It isn't standalone, it needs libnds to work. However, if you are developing for the NDS it is likely that you already have it installed. If not, you need to install devkitARM and libnds.
- Copy this folder (or create a symbolic link) to
<path/to/devkitpro>/nitro-engine
so that the Makefiles can find the library. - Go to that folder and run
make
. This should build the library. If everything goes right, you're ready to go. - If you want to check that everything is working as expected, open one of the
folders of the examples and type
make
. That should build an.nds
file that you can run on an emulator or real hardware. Note that some features of the 3D hardware aren't emulated by most emulators, so you may need to use an actual NDS to test some things. - By default, Nitro Engine is compiled with debug options enabled. Go to
NEMain.h
and comment the line#define NE_DEBUG
to disable them and save CPU usage and memory. You'll need to recompile the library for the new value to take effect.
Screenshots of some of the examples included with Nitro Engine:
A lot of balls | Box tower physics |
Hardware fog | Multiple models |
Screen effects | 2D sprites |
This project is currently hosted on GitHub at:
https://github.com/AntonioND/nitro-engine
If you want to contact me (Antonio Niño Díaz) directly you can email me at:
antonio underscore nd at outlook dot com
Different parts of this repository are licensed under different licenses.
All the source code of the library and examples are licensed under the MIT license.
Some tools to convert data are licensed under the MIT license and others are licensed under the GPL. This shouldn't be a problem, as tools aren't linked with the source code of the resulting game.
The full text of the licenses can be found under the licenses
folder.
- Michael Noland (joat), Jason Rogers (dovoto) and Dave Murphy (WinterMute) for libnds
- Chishm for libfat and DLDI
- The guys of gbadev for their help
- Martin Korth for no$gba and gbatek
- Kasikiare for NDS Model Exporter
- PadrinatoR for NDS Mesh Converter
- Ti-Ra-Nog for his help testing the engine