Bit-Tech: porting games

Interesting article on Bit-Tech about porting:

Once the basic code is written, it goes through an automated process of recompiling, which is often created in-house by a developer as a part of its tools pipeline, in order to make it run on other processor architectures. In this case, compiling refers to the process of transforming high-level source code into low-level code that can be understood by the processor. After that, there’s usually a bit of tweaking in machine code (the native language of the processor architecture) or assembly code (a low-level, symbolic representation of numeric machine code), but this apparently occurs less frequently now.

“It’s all done in C++,” explains Visceral’s Colin ‘Bozz’ Boswell, technical director on Dead Space, adding that “we do write a very small amount of assembly code. Very occasionally, we’ll go in and do spot optimisations on functions that are used a hell of a lot in the game, but we try not to do that because the compilers are pretty good at optimising now, and sometimes you can actually make matters worse by doing [it yourself]”.

Games can be dismissed easily, so I enjoy articles that talk about the nature of development. So much goes on behind the scenes (like in any great endeavour) that it’s often a disservice to try and summarise or judge.

About Alex McLarty

Alex McLarty was the Editor of The Mac Gamer from it's launch until June 2011. His favourite videogames are Fallout, Deus Ex and most of Valve's catalogue. He has a cat named Cash.

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