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Re: Other Platforms (Porting to X: Part 2)
[Re: Yulor]
#46134
08/09/05 20:48
08/09/05 20:48
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
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I know very little about porting to the XBox360. My guess is, it would not be as easy. I can't share much information about the XBox development process. I signed many NDAs, and Microsoft does take them seriously.  I can say that if I wanted to get a head-start on developing for the XBox without a dev-kit, I would buy a Celeron 733 MHz with 64MB of RAM, a 64 MB GeForce3 video card with TV out, and install Windows2000 and DirectX8 on it. I would also look into the “Live Arcade” feature of both the XBox and XBox 360. Unless you have a large team (with an even larger amount of funding), you are much more likely to get a game accepted as an “Live Arcade” download than a full retail box.
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Re: Other Platforms (Porting to X: Part 2)
[Re: Peter Churness]
#46136
08/24/05 20:26
08/24/05 20:26
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
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Honestly? Any estimate I give you without doing some research would be almost completely useless. That said, I will pull out a random number and people will quote this as fact days, months, and years from now. “Doug said that...”** I'm guessing that it would take 3 to 6 months. Why? Because that sounds about right. Also, talking with some other people that have ported to the XBox, they took roughly that much time. If you can get some of your “if's” taken care of, we can look at this much more seriously and give you a real time table. **BTW: I've said this a few times already, but we get new people here all the time so here we go again.  I (Doug) only work here at Conitec. I tend to talk a lot more on the Forum then the rest of the people at the company but I'm just a “cog in the wheel” of this great company. I know a lot about 3DGS and I'm willing to share my knowledge with our users, but you should never quote me. I don't make policy. 
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Re: Other Platforms (Porting to X: Part 2)
[Re: Doug]
#46137
08/25/05 01:50
08/25/05 01:50
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Joined: Dec 2002
Posts: 293 Minnesota
Peter Churness
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Posts: 293
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Quote:
Honestly? ...it would take 3...months. ...seriously ...a real time table. ...you should...quote me. I...make policy.
j/k - thanks for the guesses and not holding you to anything 
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Re: Other Platforms (Porting to X: Part 2)
[Re: Why_Do_I_Die]
#46139
08/25/05 03:54
08/25/05 03:54
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Joined: May 2005
Posts: 819 U.S.
Why_Do_I_Die
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look at the id and epic games , they are mainly PC games , they becan developing ports to consoles of the PC block busters because of their overwhelming popularity , Gamestudio is an engine for windows os systems , I dont see why anyone would need to develop for the xbox when you cant develop for windows. By the way , you CAN develop for the xbox urself , just get an sdk and some good programmers , and your good to go , though if the game your making can be successfull on the xbox , then it will be succesfull on the PC , so why worry about porting in the first place ? Once your a commercial hit , u can find a means to develop for the 360 , and not the outdated , senior citizen status Xbox.
Last edited by Why_Do_I_Die; 08/25/05 03:57.
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Re: Other Platforms (Porting to X: Part 2)
[Re: Peter Churness]
#46141
08/29/05 17:13
08/29/05 17:13
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Joined: Nov 2004
Posts: 1,011 South Africa
capanno
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The picture I had about porting is 3dgs being able to create CD content ready to be popped into a xbox. That is not really porting, its a cross platform engine. with xbox360 on the horizon, maybe Microsoft will loosen their licence restrictions for xbox, and make it affordable to enable A6 to run on it. This will broaden Conitec customer range aswell. It might even start a new group of indies that can develop for xbox.
Just so that I can grasp the entire problem, what exactly are the hurdles that keep us from pushing that "publish to xbox" button? Is it money?
Last edited by Capanno; 08/29/05 17:14.
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