http://smealum.net
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this video basically showcases what's possible now that i can edit channels; namely it gives us the ability to run homebrew in a nice self contained way and interface with NATIVE_FIRM in the same way as any commercial game would. this means we can use services for pretty much everything, from FS access to using the GPU, not to mention home menu integration (return to home menu in game etc.).
now of course we're still a long way's off actually understanding how each of these services works. but ! a lot of them are already documented on 3Dbrew (thanks to the extraordinary work of people like yellows8 and neimod), and it's already possible to do a bunch of stuff. that's why i started ctrulib, which provides a simple codebase to interface with NATIVE_FIRM.
the code for ctrulib is available here : https://github.com/smealum/ctrulib ; it's little more than a stub at the moment, i will be working on improving it in the coming weeks.
to try this out, i made a (very) quick and (very) dirty port of yeti3D by Derek Evans, which i named yeti3DS for obvious reasons. it's a 100% software engine so we're not using the GPU, but it runs pretty well. in this video, i show it supporting touch/circle pad input as well as actual 3D output. (you can't really see that on the video of course but i swear it's there)
the code for yeti3DS is available here : https://github.com/smealum/yeti3DS