Captain_Tom said:
fatslob-:O said:
How does that factor into making it easier to program for those devices when a compiler could just simply generate instructions for multiple ISAs ?
|
LOL it's not just that "Simple." I am only saying what has been repeated by numerous devs...and common sense of course.
|
Game devs and software devs have been working on PPC for years, porting PS3/X360 to PC, x86 to POWER servers, PPC to ARM, etc. There's a lot of documentation and toolchains available for these kind of work. The reason why porting to WiiU is "difficult", is because it is simply too weak relative to PS4/X1, but the main reason Publishers don't want to make games for WiiU is because they don't think there games can sell enough to make money. PPC has little to do with it. Most game programmers these days now code in a high level langauge anyway, C++(high-low depending on who you ask),Java, C#, etc. is the same langauge on an ARM, x86, or PPC device. They just have to keep in mind the different standards/conventions and capabilities of each cpu and device. There may be some assembly and compiler code that neededs to be done to improve performance, but doing it different on one does not neccesarilly make programming more difficult than on the other.
From what I see, the annonymous compaints about difficulties working on WiiU was mainly during the early stage of WiiU, when devs with early dev kits got little support from Nintendo. And their complaints about the CPU was about its power/performance. Keep in mind, DarksiderII devs got their engine working very quick with just a few guys. There are other report about Nintendo's online infrastructure but those have little to do with PPC and WiiU's hardware.