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I doubt it. If you've ever worked on a console game, you'll know that these requirements are no joke - they're pretty hard to consistently comply with, and using APIs from the manufacturer is often much much easier than to do your own thing. It will also be much cheaper, because failing certification is unimaginably expensive - in the worst case, it can even lead to cancellation.

A lot of studios that ship on multiple platforms have abstraction layers that can internally be switched out to every platform specific API.




> A lot of studios that ship on multiple platforms have abstraction layers that can internally be switched out to every platform specific API.

Exactly this. At one point, I was the man responsible for that abstraction layer. Even most of our engine devs never even saw those low layers of the console APIs -- the single exception being the graphics peeps who by necessity had to work at the same layer I was. I basically wrote a Xbox/Playstation/Nintendo/PC libc/runtime that the rest of our engine was based on. I Imagine a lot of other studios that shipped cross-platform had some level of this as well.




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