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Preparing for a 'XBox one' code stream

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Hi all,

I was just thinking, since the Xbox one is 'windows based' and can also 'run' direct3d11, what would it take to be prepared for delivering your game/ engine as an Xbox one game?

 

What I mean is;

- say that you're in the situation where you're starting a game/ engine from scratch, using d3d11, what things could you do to be able to 'deliver' a Xbox one built when you're done with your game?

 

This way you can prevent having lots of changes to do afterwards.

Thinks I'm thinking about:

 

- what libraries/ API's are/ are not supported on Xbox one?

- will all Windows SDK classes, libs, headers work?

- how about audio, FMOD always seemed platform independent, is this also the case for the Xbox one?

- input: you could have 'PC input' using mouse and keyboard and also support gamepads using the XInput library?

- IO: will normal fstreams, fopen etc. work?

- what else?

 

I know the above probably sounds 'too easy', but maybe it is, depending on the answers :)


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