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Have you considered writting about your experiences? It would be very interesting to learn more about the good, bad and ugly of developing code for such a range of platforms.


Quite possibly :-)

At the moment I can definitely share an Ugly part - the code has thousands of #defines everywhere, and you will find parts with C++11 code(for PS4/X1) and parts which use some hardcore custom methods for everything since they don't have access to STL(for WII....which is a horrible console to write for). So within one file you can see code which uses autos and for each(C++11 parts) and then bits which can't even use Vectors. It's bizarre. And then you have gigabytes of ram on next gen console, but everything you do also needs to fit in the tiny, 128MB ram of WII. It makes you really aware how you write code - which I think is good.


Not quite what you are looking for, but here's something:

http://www.reddit.com/r/gamedev/comments/xddlp/describe_what...




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