| Squilliam said: He also said in other places that the PS3 compiler is better because its much stricter in what it will accept, and its more likely to throw up errors and for people who are quite particular I guess thats a good thing. |
I just wanted to point out that, whoever said this (I dunno if you were quoting, or quoting another person quoting, Squilliam) was... not very experienced as a software engineer.
A ton of PS3 development is done with gcc, although Sony does have their own custom compiler as well (SN Systems, which Sony owns, I believe). Like gcc, the SN compiler is completely tunable in what it will and won't accept, as far as errors, warnings, etc. go. That's pretty much true for any serious compiler, for any architecture.
I didn't read the article you guys were going over... but I thought I'd point out this... really blatently messed up statement that only an engineering amateur (or nearso) would make. This is either a bad misquote, or you can throw everything this guy said out the door, as hot air.
edit: I read the quote closer, and... lol. The 360 devkit/SDK is no better than the PS3 devkit/SDK, in this regard. If anything, the MS linker is slower than the ones on the PS3 (even the gcc one), in my experience, and so turnaround, when you are forced to recompile any part of a large project, is faster on the PS3.
The MS debugger is the shining star of the MS dev suite (which is a big deal). Outside of that, there's not much difference. I actually prefer the PS3 performance analysis tools, and a few other minor PS3 tools... but the debugger (THE major tool of any dev environment) is definately awesome on the 360, in my book.







