Microsoft Demos Three Platforms Running the Same Game
suraj.sun writes with this excerpt from Engadget:
"Microsoft's Eric Rudder, speaking at TechEd Middle East, showed off a game developed in Visual Studio as a singular project (with 90% shared code) that plays on Windows with a keyboard, a Windows Phone 7 Series prototype device with accelerometer and touch controls, and the Xbox 360 with the Xbox gamepad. Interestingly, not only is the development cross-platform friendly, but the game itself (a simple Indiana Jones platformer was demoed) saves its place and lets you resume from that spot on whichever platform you happen to pick up."
Technically thats same platform, different devices. Cross platform would be if they had the running on iPhone, Windows 7, Playstation and Linux. THAT would have been impressive (not to mention newsworthy).
We expect them to be pushing studd across their own platforms. Not news.
This is my sig. There are many like it but this one is mine.
I agree, There is nothing special about running with or without a game controller. It sounds like the only thing "new" here is Windows Phone 7 Series. So they got the game to compile for the phone? Whoohoo! Good for them, I never imagined it to be possible.
A simple demo game written on a Fedora system runs perfectly on Ubuntu, Debian, Mandriva, Mint, Arch, and a few dozen others, but nobody paid for a press conference.
You do not have a moral or legal right to do absolutely anything you want.
So now pc games will be Dumbing down to the phone level.
And If you think that deus ex 2 was bad with that then this may even worse.
And will this lock out user maps and mods.
If you have platform specific bits, you merely have very high code reuse, not 100% code reuse.
Nerd rage is the funniest rage.
Indeed. "Cross-platform" for an extremely narrow definition of "platform".
Oh, my god, he's displaying this and he has all these #ifdefs and "copies of projects" within his workspace and a "shared resources" folder for the game. Is that the future of cross platform? That's more like the PAST of cross platform. The way to do this is to create interfaces for the same object and implement that using different devices. What you don't want, ever, is to have all this different execution paths through your code using #ifdefs to instruct the compiler to compile each and every one of them separately.
Flash is the platform. It's not a particularly efficient one on Windows, let alone any of the places where an inferior knockoff is provided. You can get halfway decent performance on OSX (from what I hear) and you get almost that good of an experience with Linux on x86_64... Or in other words, ugh.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
The headline should read "Microsoft Demos Three Microsoft Platforms Running the Same Game".
Wow, they actually got a .NET program working on several different microsoft operating systems!
Now, seriously, where's the news? .NET runs on a virtual machine. It's just like showing a Java game that "magically" works on several differnet PLATFORMS (and with Java they can be called platforms, a program running on several different microsoft products can hardly be called cross-platform).
and lets you resume from that spot on whichever platform you happen to pick
My take was a little different. "oh, so they finally got it to work the way it's expected to work? Congrats.
1) use the same save game format
2) use the same controller layout
3) be network gaming compatible
is this soooo much to ask?
I work for the Department of Redundancy Department.
It is not just 'Microsoft' that is interested in using C#, it is developers. It singificantly reduces development time, much less code to manage, and much more difficult to introduce buggy code then using C/C++. I don't know where you get the idea only 'real' game studios use all C++. Many 'real' game studios also use C# In addition on other platforms you can use C# with the mono framework, so it is not locked into Microsoft.
I'm going to ignore the mostly inflammatory content of your post, because there is a valid point in there -- that the complexity of a lot of operations are underestimated by those unfamiliar when they are heavily exposed to the end product. On that count, I agree.
However, in this instance, at least, the concern is misplaced. I do have experience with cross-platform development, including any game-related subsystem you care to name (video, audio, mouse/kb/controller input, networking, file/data access, et cetera). The problem IS a trivial one if it is planned and accounted for, rather than a last-minute decision.
For 99% of development studios, it goes something like this: use DirectX, porting is a nightmare. Use SDL/OpenGL, porting is changing less than 5% of your code (and for non-'exotic' applications, 0%). Some things are -designed- to allow portability; it should be no surprise that they enable it. This is quite simply a field that UNIX-alikes have been dealing with for a long time, and Windows applications have not.