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moeen k

Unity how to find specefic platforms sdk like p34 and xone?

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moeen k    1432

hi. i want to know how can i find new platform like ps4 and xone api,s that i can work with sticks buttons and...... . i heard those are not free in internet and they are just given to known studios but if it is true how indie games will be dveloped for them. these platforms are not in indie version of udk ue4 and unity. so how should i work for these platforms? more questions is aboud directx that now is a part of winsdk. can i find x360 and xone sdk in it or its apart? and what about psgl what is the diffrences between it and opengl and can i find it? is ps sdk in it or not?

Edited by moeen k

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moeen k    1432

is it free to register or you have to pay for it? is it impossible to find it from indirect sites? can you give me some links? and i dont know what you mean registered, because there is no option for it in ue4 i think you mean registeredas licensee developer. i think you have to pay 1.5 million dollar for it

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HyperV    1719

it's free to register but you need to register a company and the SDK can cost up to 2000 dollars/euro.

btw i think you also need a financial report of your company to apply for it.

 

HyperV

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moeen k    1432

your answer was cool hodgman. i posted a topic in unrealengine forums and they say that if i get devkits from sony and microsoft and if i start talking to epicgames they will give me the codes for these consoles for free. maybe i built my game on pc and in the end i could convince them to give me devkits and i started porting it on those consoles.

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Shane C    1368

Okay so I've heard PS4 dev kits cost around $2500, Wii U dev kits cost around $3000, and the XBox One retail console, which is substantially cheaper, can double as a dev kit.

 

Also, let's just say I know a couple people who are indie, one with a very good game, and they had to still pay for dev kits. It just seems like the big studios are getting them for free, that the console companies want to encourage to make games... not some indie. Could be wrong though.

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swiftcoder    18433


retail units

The regular XBox One that you (as a retail customer) can go buy at the store.

 

Traditionally, dev kits are distinct from the retail hardware. The dev kits are made available to key developers before the retail console is released (or even completed), so while they share much of the hardware internals with the retail model, they may have unfinished cases and extra debugging support.

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moeen k    1432

i think there are diffrent levels of indie developers. some indie developers are like that game company that made flower or journey. they are some experienced team that team is just more little than AAA developer teams. but as other people i think if there is an idea easiest platform to make is pc because you run the game on same platform you make with same features. for other platforms like ps and xbox there should be more experienced team and better budget to make even as indie developer. maybe pc is not the most attendant market but still markets like steam are good for it.

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dilyan_rusev    1360

This is a completely different topic. In my opinion, it is much easier to program for a console (except for the publishing part). You write it on your console and then it runs the same on all other consoles, for all your customers. So long as you don't depend on the Internet connection speed, of course. And with libraries like the DirectX Toolkit (https://directxtk.codeplex.com/), you can write almost as if you were using XNA.

 

With PCs, it is HELL on Earth. DirectX, OpengGL, different operating systems, different drivers, different installed programs, different versions of .NET and the C++ runtime... You can't even depend on good old Internet Explorer and Windows Media Player being installed anymore for EU PCs. And you have to test it like crazy, and then you *know* it's going to crash and be totally unplayable for some users because of some stupid combo you didn't think possible. And don't get me started on pirated Windows XPs that never got updated.

 

In this sense, I like what Steam are doing with SteamOS and their bare-bones Linux libraries & compiler.

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moeen k    1432

maybe you are right hodgman. your inforamtion is much more than me. i said they are indie because i remember they won indie game award of the year in vga awards.

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moeen k    1432

why those sdks are that expensice and they have nda for it? they dont want more games on their platform? i think it makes their platform more popular. maybe they think it is an standard for them and it makes only high quality will be made for their consoles? and why people shouldn know about those sdk pltaforms? everyone can work with win sdk and direct x but not xbox sdk? why ?

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3Ddreamer    3826

If you're an indie (with not much money), but they really like your game, they might be nice enough to give you free dev-kits and to waive the submission fees.

 

 

Contest winners get privy, but they are slowly adding the stipulations such as proof of concept, registered development company, and the contracts are getting more binding on future completed projects.   "Free" stuff comes with added out of pocket costs and relinguishing true Indy status, it would seem to me, but what do I know. unsure.png

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