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DRAXBOX. A fantastic voyage into the world of newbie XBOX ports. WHAT THE F WERE WE THINKING?!. No seriously, what the F? Actually, it wasn’t all that horrible. 6 PM. 7 PM. 8 PM. 9 PM. 10 PM. A TRIANGLE! (No screenshot, use your imagination). 11 PM. A SQUARE!!!!!!!!!!!!!!!
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DRAXBOX A fantastic voyage into the world of newbie XBOX ports
WHAT THE F WERE WE THINKING?! • No seriously, what the F? • Actually, it wasn’t all that horrible.
10 PM • A TRIANGLE! • (No screenshot, use your imagination)
11 PM • A SQUARE!!!!!!!!!!!!!!! • (Imagination should serve you well here, too)
11:30 PM • A TEXTURED SQUARE!!!! • After some struggle, even with transparency
12 PM • ……A SQUARE!!!!!! • But this time in world coordinates, properly scaled, rotated and translated (in that order!) • 6 hours of blood, sweat and tears (lots of tears) REALLY paid off. We have a square.
1 AM • Original Death River Adventure code implemented • That is…. It’s included… and it compiles. • Doesn’t actually get called.
2 AM • About time to implement rendering…
2:30 AM • The most beautiful thing I’ve ever seen
3 AM • Textures are working on all objects
4 AM • Input works, the game is playable. • Yay us.
What did we learn? • A good architecture makes porting straightforward • Predictable, structured behavior == awesome • Setting up initial rendering stuff is a pain • Thanks for your help, Chris Keyser!!!! • Go to hell and die, ID3DXMatrixStack!
BUT WAIT!!! THERE’S MORE! • If you’re up at 4 AM to get stuff to work… • …you might as well stay up ‘til 7 AM and implement scoring, win/lose conditions and multiplayer.