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How did you port games from PC to Xbox 360 and PS 3?
I'm wondering what exactly did they do? If the processors in the set-top boxes are different, then it was necessary to rewrite the entire engine for the target one? For example, in the PS3, the processor is completely non-standard. Moreover, it is necessary not to rewrite, but in general to redo everything. Sharpen everything for this SPU. This processor is different. It turns out to be a lot of work. And the Xbox 360 also has its own compilers for the processor.
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There is no need to redo a lot if the game was originally made cross-platform. Only recompile, taking into account the nuances of a particular processor. For example, the whole logic of the game does not depend on the processor at all, there will be addition and comparison operations in any process. Features arise only at the stage of rendering, but displaying on the screen.
I don't know about Sony, but Microsoft provides a complete development and compilation environment, as well as a special version of the game console with a bunch of features for debugging the game itself (XDK, Xbox Development Kit, I also have).
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