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Porting kit usng mods
Porting kit usng mods




  1. #PORTING KIT USNG MODS FULL#
  2. #PORTING KIT USNG MODS MODS#
  3. #PORTING KIT USNG MODS CODE#
  4. #PORTING KIT USNG MODS PC#
  5. #PORTING KIT USNG MODS PS3#

There's some work to be done to get a window created and display graphics in it, or switching the display to fullscreen mode. I'll also be able to then compare OpenGL with DX11 and see which is actual faster and end the debate once and for all. This way I can flip renderers at runtime and make sure everything displays properly before trying to get things to display onto the other systems.

#PORTING KIT USNG MODS PC#

I'll probably write an OpenGL renderer on PC first before moving it to the other platforms. The shaders will have to be changed to GLSL instead of HLSL, but this is really no big deal either – the math and structure of the shaders doesn't really change – it's just syntax. To me it's still just shaders, data, textures, and drawing triangles.

#PORTING KIT USNG MODS CODE#

It shouldn't be too much of an issue – adding a new rendering system to Banished only takes about 90K of code (if the Direct X 9/11 implementations are used as a gauge.) I haven't used OpenGL since 2001 or so, so I'll have to learn the 3.X API but I figure that'd be easy. There are several systems that have implementations in the code that need to be written per platform, and data that needs to be changed to fit the target system.įirst, video will have to have an implementation writing using OpenGL. There are certainly some challenges in doing a port. It'll probably take a bit longer since this will be my first port of my own engine code. From my past experience, ports in well structured code take a few weeks for a basic implementation per platform, and then a few more to work out any issues and get things optimized. Lately I've been thinking about the effort it's going to take to do the port. I expected (or maybe I hoped) to port my game engine to other platforms when I started writing it so everything is already separated into platform specific code vs generic code. I've used GCC and Unix previously so the learning curve on Linux shouldn't be quite as high.

#PORTING KIT USNG MODS PS3#

I haven't ever coded on a Mac (unless an Apple IIgs counts), but really it can't be much worse than my experience of getting a PS3 out of the box for the first time and making a game run on it. It's not the most glamorous of coding, but I've done it many times on consoles. Plus playing Banished on my couch in front of a large TV is pretty amazing. Since I've been thinking about Mac and Linux versions of the game anyway, being an early entry into games that will run on Steam OS probably won't hurt and not take much extra time.

#PORTING KIT USNG MODS FULL#

I only put about 45 minutes into messing with the Steam Controller – I plan to do some more testing and playing at some point, probably when I've got time to add full native support for it.Ī big push at the conference was obviously moving games toward Linux and OpenGL to support the Steam Box and Steam OS. Certainly the experience would be better with a dedicated button map, but overall the controller feels pretty good and the game was playable five seconds after I plugged in the controller. It could do everything in the game from camera movement to placing objects to interacting with the user interface.

porting kit usng mods

I did get a chance to play Banished with a Steam Controller, and to my amazement, without any button remapping, the controller just worked. Seeing a talk by Michael Abrash was cool - Who wouldn't want to go see a talk buy a guy that wrote amazing assembly and code optimization books, worked on the Quake engine, and is now working on VR tech at Valve? But strangely, as I've had to become a generalist taking care of all aspects of a game studio, I found myself attended all the marketing, business and community talks rather than sitting through anything technical. In the past, being a 3D engine programmer, I'd be all about the talks on the latest graphics APIs, hardware, and rendering techniques. I spent a week in Seattle at Valve's first developer conference – it was both a nice break from my office, and a chance to meet some other awesome game developers in person. I've got a lot of new game ideas, but there's also more I'd like to do with Banished.īefore I get into thoughts on the future of Banished, I'd like to talk a bit about Steam Dev Days. You'd think that the time between calling a game finished and its actual release would be a time to relax, but there's still plenty to do.īetween emails, crash fixes, compatibility testing, press coverage, and talking with distributors, I'm also trying to decide what's next for Banished and Shining Rock Software.

#PORTING KIT USNG MODS MODS#

This is a fairly long post that covers a lot of things, so if you want, you can just jump down to information on Mods and Languages or my thoughts on the issues and work in porting to Mac and Linux.






Porting kit usng mods