Quote:Original post by _Zac_
I should probably ask this question when I actually know more about programming in C++, but what are the differences in programming for consoles than programming for computers?
It depends.
A console is a computer, the primary difference lying in the fact that the console has (generally) been specialized to particular tasks. For instance, the architecture of the PlayStation 3's CPU coupled with its overall system configuration makes it very, very good at highly parallelizable tasks, and only middle-of-the-pack at some others. Programming for it is fundamentally no different than programming an Intel-based PC running Windows; programming effectively for it, on the other hand, is a whole 'nother kettle of fish.
The key in programming a console effectively is understanding what sorts of tasks or small-scale problems the console's hardware is best suited to run, and what the penalties are for suboptimal data sets. Your job, then, is to convert a generic problem such as spatial reasoning for N dynamically deforming and translating objects into formulations that are efficient on the available hardware.
Quote:Original post by cNoob
I thought I would include this here. Getting an official development kit for consoles such as the PS3 or the 360 would require alot of money. Ofcouse there are other ways of getting past this by modding your console of choice but it would be both a hassle and illegal.
Is it illegal to mod your console? You own it; you should be free to bastardize it as you see fit. Yes, there is legislation like the DMCA that seeks to criminalize any circumvention of encryption, but modding a console for the sole purpose of running your own programs and the homebrew programs of others is not illegal.
The gray area arises because the mod chips, by virtue of circumventing signed binary checks, etc, permit consoles to more easily play pirated games.
If you want to get into hobbyist console development, my recommendations are:
- Consider an Xbox 360 and XNA. With the Creators Club you can even share your games with other Club members.
- Consider a Nintendo DS. The GameBoy Advance platform is well understood, with solid open source toolchains available for it, and the DS can play GBA games natively. Additionally, the homebrew toolchain for the DS itself is maturing rapidly. Plus, you can write stylus-driven games.
- Consider a Sega Dreamcast. It's a defunct console, so there is now an abundance of technical information for it, which has resulted in a surprisingly mature and complete toolchain, so much so that independent unlicensed titles have been released as recently as 2007: Karous, Last Hope, Trigger Heart Exelica.