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ninetailschris said:
SubiyaCryolite said:
Renegade has released one game on Wii U. Mutant Muds, it has cutting edge graphics, is clearly pushing the system and must be powered by fairly complex code. I mean, just look at it. *sarcasm*


I feel like if I respond this I can respond to similar post.

 

I don't know if you ever took a course in computer programming or computer information. I'm currently taking a course in cyber security and computer programing is my field.

When you tell some "your making weak software that won't push the system." You don't realize how dumb that is as an argument. You do not know that, we you get the system with the manuals by the indualivual parts by the hardware manufacturer? You get the development tools to see what exactly the system can do by checking the system settings and testing it with software that isn't an actual game engine. The fact that he said he couldn't even put "hello world" which doesn't push the CPU in anyway, was testament that it was fake. C++ coding which is the standarded for all video game programming and just putting in following for hello world.

#include

  

int main() 

{
std::cout << "Hello World!n";
system("PAUSE");
return 0;
}

Isn't a problem if the system itself boots up and goes into development mode. Unless there dev kit just didn't work it's almost impossible for it to not work. Your ignorant of the facts of c++ and general programing, isn't supported by the fact of how big the team is. 


I'm a software developer working on a National EHR. I think I have a fair idea of how complex it is to create/port one type of app to a different platform or two. I also made a simple 2D game during my free time in college and I'm making a 2.5D game right now on a custom made OpenGl 3 engine. I ported my first game to android in practically a week. I wouldnt event want to port this newer one over. 

Hello World in 3D programming starts with a triangle or basic quad. Games however aren't made of that alone. You have to port over your meshes, textures, shaders and matrices. You have to determine optimum resolutions and estimate the upper limit of what you can do instancing and particle wise etc. Trying to do that without proper documentation on a proprietary graphics API must be nightmare. Its more or less shooting in the dark, and those compilation times wont help during that iterative process. Its much worse on a custom engine versus Unity or UE3.

Try doing a hello world with a basic mesh in OpenGL 3 without proper documentation and let's see how well that goes for you.

Do the same for a 2D game using something like SDL and sprites tell me which is a better benchmark for ease of use and difficulty.



I predict that the Wii U will sell a total of 18 million units in its lifetime. 

The NX will be a 900p machine