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#1 |
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Member
Join Date: Oct 2009
Posts: 379
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Short fun read on what it is to program on several of the most famous consoles.
Cory Bloyd who works at Munkeyfun studio has revealed how hard/easy it was developing for different consoles ranging from N64 to the PS3. And you guessed it right, the PS3 was the hardest. “I’ll add that even though I give Sony a hard time, I really do enjoy pounding on their machines. Sony consoles have always been a challenge. But, if you are willing to work with them instead of against them, they love you back tenfold,” he said. He revealed these things on Reddit, where he goes by the handle Corysama. You can check out his entire explanation below. Read more at http://gamingbolt.com/developer-expl...G5ORAd4rHRP.99 http://gamingbolt.com/developer-expl...ng-the-hardest |
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#2 | ||
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Quote:
Quote:
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#3 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,890
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While there are always general issues shared by most developers, a lot of stuff will always remain personal. What seems perfectly logical to some is hard to grasp for others and vice versa. As a programmer and IT person in general I run into that every day.
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#4 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,045
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I don't understand why he ranks the PS3 as harder to develop for than the PS2 with its Japanese manuals, no dev tools, and completely alien architecture.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#5 | ||
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Senior Member
Join Date: Mar 2003
Posts: 2,392
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Quote:
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#6 |
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Dinosaur Hunter
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I don't see where he said PS3 is the hardest. It was an oldest-to-newest list, not an easiest-to-hardest list.
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Don't vote; it just encourages them. |
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#7 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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If he'd written "there were a bunch of features I didn't know how to use" then, maybe, one could ignore it, but to what in particular was he refering?
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#8 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,045
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You're right. Checking the original source, there's nothing about the hardest console. That was made-up editorial by GamingBolt.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#9 |
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Senior Member
Join Date: Nov 2007
Posts: 1,383
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Still waiting for DF to do a last gen round up/face off with Xbox vs GC vs PS2 vs PSP vs Wii vs DC with the systems best looking games.
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#10 |
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Senior Member
Join Date: Feb 2002
Location: San Francisco, CA
Posts: 1,571
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Modifier volumes? I wonder if he/she actually worked on the DC at some point for a significant time. Going by its comments, I doubt it.
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#11 |
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Senior Member
Join Date: Feb 2002
Location: San Francisco, CA
Posts: 1,571
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And in the devs here opinions what would you consider the hardest to program for console released since the PS1 era? I guess it boils down to three choices and that would be the Saturn, PS2, and PS3.
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#12 | |
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Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,177
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Quote:
I remember it taking me a week to get 1 character on screen on a Genesis because all the documentation we had was a register list. The dev kit I had at the time had no way to send any data back to the Amiga we used to write the code, so all you could do was compile and run, without code to write characters to the screen you couldn't even do printf debugging. But I wouldn't consider the genesis to be particularly difficult to work with. If you wrote uCode for an N64 it had a lot in common with PS2. Do you mean hard to utilize well? hard to develop for because of shitty tools? Hard to get started because of bad documentation? Hard to build big applications on? Hard to architect your game around? Hard because of the shear number of moving parts? Hard can mean a lot of things. |
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#13 |
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Senior Member
Join Date: Oct 2002
Posts: 2,833
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On the topic of unnecessarily hard, I just read the latest entry in your "exciting blog", and I was sorry to read that your efforts to drive a 3D printer with a BeagleBone, for which you had sought SGX docs a while back, have turned out mostly fruitless.
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#14 | |
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Senior Member
Join Date: Mar 2010
Location: Cleveland, OH
Posts: 1,567
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Quote:
The SIMD was fast for what it was but what it provided was really spartan. And I could see how this would put you off for a console that had no dedicated coprocessors for T&L. Did it have anything at all outside of dot products and matrix * vector multiplies (themselves just dot product macros)? The 16 FP32 x2 bank register file also seems pretty constraining, even for the low latencies. |
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#15 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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Gosh - that's stretching the grey matter. IIRC it also had some instructions for fast recip and/or sqrt calcs, which are clearly useful for shading etc.
Anyway, complaining about 16 FP regs when, IIRC, the contemporay x86 only gave you 8, is a bit mean |
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