Game Development Community

Porting Torque to other Platforms

by James Steele · in Torque Game Engine · 06/28/2005 (12:57 am) · 5 replies

As a bit of a a side-project I've been giving some thought to porting Torque to the PS2. The basic aim, is to atleast have the core of the engine without graphics or sound running to familiarize myself with the core part of Torque in prep for possibly porting to PS3.

I was wondering if there are any hints or tips, you guys at GG could give me given your experience in porting your own engine?

#1
07/09/2005 (7:11 pm)
I feel you're sorta left alone on this one.

AFAIK, TGE has been ported to Xbox and Zodiac, and I think the Zodiac port didn't had as much interference from the GG crew than the Xbox one, and the Xbox's pretty close to a PC, so I think they didn't have to do as many component re-writes.

Also, correct if I'm wrong, it sounds you're not developping this through official means, right? I do not mean illegal means, since I know there's a strong set of open source PS2 development libraries and reosurces out there. But without an actual project that has high odds of being actually released on the console, I don't think they would help you as much as they can.

But you could sure gather help from many people here in the community if you can at least get to a start point. I would love to help, but I just can't right now... but, there is a small chance I might need to get my feet wet on PS2 waters in a few months. And if that happens, I'd love to be able to re-use at last part of our existing developement pipeline there (like torquescript and the sim core).
#2
07/11/2005 (9:44 pm)
I just thought it would have been nice to have some imput from the guys at Torque in thier experiences on porting to other platforms :) But I guess they're busy, and I really don't need a lot of input.

I actually have access to official development tools as I am a PS2 programmer for the company that I work for, so there aren't any problems for me in that area.
#3
07/11/2005 (10:45 pm)
I believe (from the stuff i've read on here) These are the things that would need to be re-written. Correct me if i'm wrong guys:

- GFX Layer
- Filesystem
- CPU Code
- Memory Code
- Audio Code
- Input (Need to add controllers, and/or USB Keyboard/Wheel)

Um, thats off the top of my head, like i said correct me if i'm wrong. I'm sure you could get away with many of those things by just adding a new platform set of code, and doing "ifdef PS2_BUILD" Code Here "endef PS2_BUILD"
#4
07/11/2005 (11:59 pm)
Um thats essentially a complete rewrite of the engine, FYI.
#5
07/12/2005 (12:22 am)
We already have a port to PS2 done via Transmeta. This is the official port. Talk to us if you have serious inquiries.

As far as the rest goes, you have a long and painful port ahead of you. You have to port the platform layer, such as it can be on PS2, and also all of the renderers to uniquely take advantage of the PS2 hardware. The audio layer will have to be completely rewritten, as will a lot of code that assumes you have >32 MB to work with. And, you may find that the in-place server/client code is going to be way too much for the PS2, too.

Good luck!