• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Kurasu1415

Current Gen Console Supported Programming/Scripting Languages?

5 posts in this topic

Hey guys,

I have my own engine written in C++ that uses Embedded Python as a scripting language. I know that every platform will likely require me to modify certain parts of my code, but I am trying to see how large those changes would be. So, I would appreciate any answers you can provide to the following questions :

1) Does the PS4, Vita, Xbox One, Wii U, or 3DS allow games to be written in C++?

2) Do they support C++11?

3) Could I use Embedded Python in my C++ Application?


Thanks in advance for any answers you can provide.

0

Share this post


Link to post
Share on other sites

1) Does the PS4, Vita, Xbox One, Wii U, or 3DS allow games to be written in C++?

 

Yes. That is the primary language for most modern consoles.

 

2) Do they support C++11?

 

More or less. Every implementation has their quirks.

 

Even the latest gcc 4.9 has a short list of C++11 features that are not fully supported. Some have more than others.

 

Compilers are also quickly gaining C++14 functionality, if you want that.

 

 

3) Could I use Embedded Python in my C++ Application?
 

Sure.

 

You'll need to build the libraries as a part of your app. Quite a few games support scripting tools internally. 

 

The first party groups (Microsoft, Nintendo, etc) have their own rules about things that are not allowed to be scripted (i.e. run from data) and what must  be run from code directly. For example, you might be required to pre-compile your scripts if the existing system prefers to use a JIT execution model. 

1

Share this post


Link to post
Share on other sites

Kurasu -- its not clear from context, and it may or may not have an impact on Frob's answer, but are you approaching this as a professional developer with access to DevKits/SDKs from the console manufacturers (e.g. like EA), or are you approaching as a lone/small indie developer working access only to thinks like XNA or the PSVita SDK?

 

Most people on the boards here fall into the latter category (XNA-like), so I suspect that's you as well. In that case, you might be dealing only with other languages, depending on the platform, even though Professional developers have access to C++ on all of these platforms -- PSVita, for example, is C# if I'm not mistaken -- and I don't think details are publicly released for some of the others -- XBox One hasn't been officially stated publicly, although a small set of NDA'd developers are already working with the non-professional SDK to produce the first Xbox One independent game titles.

0

Share this post


Link to post
Share on other sites

Kurasu -- its not clear from context, and it may or may not have an impact on Frob's answer, but are you approaching this as a professional developer with access to DevKits/SDKs from the console manufacturers (e.g. like EA), or are you approaching as a lone/small indie developer working access only to thinks like XNA or the PSVita SDK?

 

Most people on the boards here fall into the latter category (XNA-like), so I suspect that's you as well. In that case, you might be dealing only with other languages, depending on the platform, even though Professional developers have access to C++ on all of these platforms -- PSVita, for example, is C# if I'm not mistaken -- and I don't think details are publicly released for some of the others -- XBox One hasn't been officially stated publicly, although a small set of NDA'd developers are already working with the non-professional SDK to produce the first Xbox One independent game titles.

Well the PS4 and Xbox One are alot more open for indies than previous consoles. XNA isn't even supported by Microsoft anymore. I think the best way to figure out what you can/can't do is sign up as a developer for one of these.

http://us.playstation.com/develop/

http://www.xbox.com/en-us/Developers/id

0

Share this post


Link to post
Share on other sites

AFAIK, neither company has authorized hobby development on either console.  

 

The steps for becoming a registered developer allow for "indie" development, typically referring to small but established teams that are independent -- that is, the studios are not under contract with existing publishers. 

 

Microsoft stated that they intended to support small hobby developers again with the XBox One, and that it may take some time. It was several years after the launch of the XBox 360 that XNA was released, and we are still under a year out from the XBox One launch. 

 

XNA was originally a wrapper for cross-platform DirectX 9 era development. That did not change. The system targeted systems that were frozen, and it was not updated and maintained to current versions. If you want to do DirectX 9 development on Windows and sign up for the Creator's Club and do XBox 360 development, or develop for a now-defunct version of Windows Phone, XNA will still accomplish those goals. The targets remain the same, and the software is still functional.

 

 

 

For current generation consoles, it appears so far only the WiiU has been exploited to run hobby software.  I don't see anything in the homebrew communities about either PS4 or XB1 for running unsigned code or signing code to enable it to run. (Although there do seem to be the normal problem of unlawful disc images.)  

 

Home development on the consoles is rather difficult, with the notable exception of Xbox 360 through XNA. Before that you need to go back to the 6th generation and earlier to find systems that a single hobby developer can produce quality stuff. In the 6th console generation both Game Boy Advance and Dreamcast systems are still popular in the hobby community. There are also popular Atari 2600 (2nd generation console) hobby sites. Some Super Nintendo (4th generation) and NES (3rd generation) homebrew groups are out there, but are less popular.  I've run across some rather fun stuff on the Vectrex as well, a former co-worker was a collector who loved that chip, and even wrote several Vectrex simulators for various devices. The older consoles have emulators so you can play on your smart phone, which makes them rather fun. Climber 5 and Marble Craze are two examples of excellent homebrew games on old systems.

0

Share this post


Link to post
Share on other sites


XNA will still accomplish those goals. The targets remain the same

Well it would definitely be worth it to learn XNA if you want to also use MonoGame. It can port to virtually every platform and is still being developed. Even the PS4 has some MonoGame titles.

 


The steps for becoming a registered developer allow for "indie" development, typically referring to small but established teams that are independent

I imagine though if he's going to ever get his engine on a console he'll need to register as a developer though. And a one person team does still have the ability to do so I believe. 

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0