How to write console and pc games ?

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12 comments, last by Khatharr 11 years, 1 month ago


You write cross platform games in the same way as any other cross platform software, by keeping the platform specific bits as separated from the rest of the code as possible so that you can rewrite them easily for each supported platform.

This.

Core game mechanisms usually work independently of the platform, although you have to be careful :
HashMap<int, List<string>>

will result in a compile error on the PS3 (at least with the compiler I've used)... it tends to think that the >> is a bitwise shift.


Actually any compiler that doesn't support C++11 won't compile that code as the C++03 standard says that ">>" should be seen as the right shift operator, or an overloaded operator. So that's nothing wrong with the PS3 compiler there as they have said that they will never support C++11 for PS3.

Worked on titles: CMR:DiRT2, DiRT 3, DiRT: Showdown, GRID 2, theHunter, theHunter: Primal, Mad Max, Watch Dogs: Legion

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Actually any compiler that doesn't support C++11 won't compile that code as the C++03 standard says that ">>" should be seen as the right shift operator, or an overloaded operator. So that's nothing wrong with the PS3 compiler there as they have said that they will never support C++11 for PS3.

That's weird. I haven't used C++ in years, long before C++11 was supported in compilers, but I never had trouble embedding templates inside templates without that extra space. Compiled code both with Microsoft's compilers and gcc back then.

Since you seem to be set on console development, why don't you check out Ouya?

No licenses, SDK is free, runs on android.

Stay gold, Pony Boy.

Actually any compiler that doesn't support C++11 won't compile that code as the C++03 standard says that ">>" should be seen as the right shift operator, or an overloaded operator. So that's nothing wrong with the PS3 compiler there as they have said that they will never support C++11 for PS3.

That's weird. I haven't used C++ in years, long before C++11 was supported in compilers, but I never had trouble embedding templates inside templates without that extra space. Compiled code both with Microsoft's compilers and gcc back then.

MS intentionally violated that standard for this reason.

In gcc as well, though?

void hurrrrrrrr() {__asm sub [ebp+4],5;}

There are ten kinds of people in this world: those who understand binary and those who don't.

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