Path: chuka.playstation.co.uk!news From: "Chris Wallace" Newsgroups: scee.yaroze.freetalk.english Subject: Re: 3rd Year Project Reseach - please help!!! Date: Sun, 13 Nov 2005 12:34:24 -0800 Organization: PlayStation Net Yaroze (SCEE) Lines: 77 Message-ID: References: NNTP-Posting-Host: cpc3-with3-3-0-cust26.bagu.cable.ntl.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2900.2180 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.2180 X-RFC2646: Format=Flowed; Response Thanks for the quick reply James, you've been a big help!! :) Chris "James Burns" wrote in message news:dl21cl$rt22@www.netyaroze-europe.com... > Hi Chris, > > I think most developers abstract the game mechanics from the specific > platform mechanics. So parts of the renderer are similar and other parts; > lower level are written independantly for the target platform. > > The problem is more than just the code, as assets need to be optimised for > the target platform. For example, the graphical capabilities on a > technical level are different between Xbox, PS2 and PSP. Have a look at > COLLADA (http://collada.org) for more information. > > Also with regard to target compilation, you maybe basing your question of > "Do all consoles start with GCC?" from your Net Yaroze experience. If you > think about that one a little bit more, Xbox and Xbox360 will both be > using Direct X. > For the other consoles, and in Sony's case, GCC is easy to begin with for > a non-software company, as the toolchain is already available and can be > tuned for the target platform. Microsoft have a head start as they are a > software company with many years experience in developing IDE's, mature > SDK's, other tools, etc. They suffer from the lack of being an full scale > hardware development company, so they have to make the console from parts > off other companies, such as ATI and IBM for Xbox360. > However, there are third party middleware and tools vendors who do provide > other compiler options. Metrowerks and SN Systems are the two biggest > names in the business. SN Systems has been aquired by Sony to develop a > compiler and tools for PS3. > > For final target development, this most likely comes down to the build > systems employed by the developers. So when the team issues a compile the > build farm will compile, link the exe for the target platform. Build > systems can also be used to maintain an up to date build for all targets, > ensuring that they always have a working version of the codebase. > > There is a lot of research that you can do, and surely people from a more > game development background can add some more detail, maybe even correct > some of my knowledge. > > Hope this helps you out! > > Regards, > James > > Chris Wallace wrote: >> Hey all, I'm working on my 3rd Year Project at uni now and its based on >> computer science related stuff to do with games production. Sorry about >> the nasty description, its been one of those days! >> As a sort of 'carrier' for this I am making a 3d racing game made in the >> style of Micromachines..... >> so I guess you could call it a kind of Drum 'n' Race 2 realy! >> >> Anyway, for the research part of it I would like to know how real >> companies go about doing stuff; >> the main thing would be: How do companies go about creating code for more >> than one platform? >> Do all consols provide a version of GCC that makes porting easier? or is >> it all macro based so you have different code for each? >> >> Any help on this would be realy realy appreciated! >> >> Other things im interested in would be: how comercial racing games define >> a 'race track' in code. >> Methods used in network code, client server, peer to peer etc. >> Collision methods most commonly used in 3D games. >> >> For anyone interested in seeing the project as it progresses I will >> probably be putting stuff online about it. >> >> Thanks >> Chris >>