Some people are maybe wondering why we are not seeing cross platforms titles such as Guitar Hero 3 being compatible from one version of the game to the other versions. For instance, I have the Nintendo Wii version of GH3 and I would have loved to be able to play with my coworkers online that have the PS3 version.
Technically, it is possible because, with the exception of Microsoft Xbox consoles that are using a proprietary encrypted protocol, all consoles are using the same standard TCP/IP protocols to communicate and TCP/IP protocols goal is to connect different hardware together. Usually, game developers are either using a network engine that adds another protocol on top of UDP or they develop themselves the new protocol layer but either way, the protocol will be identical from one platform to the other.
When I was working at Quazal I have frequently let network test programs communicate between a Xbox 360 (in development, you can turn off the proprietary encryption to let you debug your programs) and PS3s flawlessly.
That would be cool to have that feature in retail games but the reason we do not see it is only because it is against the console makers interests who have full control on the software sold for their respective platform. You want to play online with your friend that just purchased a new Xbox 360 game. Well, you will have to buy a Xbox 360 too or else you will not play online with your friend. Period.
It could have been a good book since the topic is interesting. All developers know what spaghetti code is or how adding features quickly on top of a prototype without modifying the software architecture can lead to a big blob of unmaintainable code. I took this book in hope to learn other bad software development habits in order to avoid them. Despite the potential, this book does not deliver it. It start with a lengthy and half comprehensible 60 pages introduction followed by a catalog of antipatterns where most of them are empty of value. Out of around 30 antipatterns, I would estimate to less than 5 the number of antipattern descriptions interesting. Examples of useless antipatterns are:
Bad management; proposed solution: The manager must become aware of his problem in order to change.
e-mail arguments; proposed solution: Call a meeting to come to an agreement instead of wasting time writing e-mails.
I want you to find in this blog informations about C++ programming that I had a hard time to find in the first place on the web.
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