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[业评] 为什么我总觉得当年DC版的DOA2画面不输现在的神机3

引用:
原帖由 sisik 于 2008-7-7 18:39 发表
DC有两种开发界面,一种是微软提供的DX,另一种是SEGA提供的。

微软当初会提供DX给DC,按SEGA的说法是DC移植至PC较易,(虽然由现在来看,微软才没那么好心)
就像当初的SEGA RALLY 2一样,在DC上推出后,三个多月就移到PC上了。
只可惜采用微软开发工具的软体,只能发挥DC实力的六成而已,
因此许多DC游戏仍是采用SEGA的开发工具,音速小子大冒险也是用SEGA的开发工具来制作。
搜了一下,还真有。详细资料如下
引用:
DirectX and Windows Media Technologies

DirectX gives a developer fast low-level access to a system's sound and graphics hardware while continuing to operate through the high-level features of Windows CE's Win32 interfaces. It lets you interact with video and audio hardware installed on your system in a device-independent manner. You can improve an existing device or implement a new system together with its driver, without having to rewrite your application code. In addition, by adding Microsoft DirectShow® and Windows Media Technologies, DirectX provides the developer easy APIs to stream, parse, decode, and render compressed multimedia audio and video data streams.

DirectX is built on Microsoft's Component Object Model (COM) and consists of a set of fast low-level libraries that you can call to create and use objects such as surfaces, palettes, textures, lobbies, sound buffers, and musical instruments. Layered over these low-level interfaces are APIs for implementing consumer audio and video devices, as well as broadband and Internet multimedia streaming.

We will be releasing the first Windows CE Platform Builder DirectX components this summer as part of Windows CE 2.12 DXPAK. It contains the following multimedia components:

    * DirectDraw®—2D graphics, including memory management, fast bit block transfers, overlays, and flips, all compatible with GDI.
    * DirectSound®—capturing, mixing, and playing sounds.
    * DirectShow®—playback of multimedia audio and video streams and files, support for multimedia codecs.
    * Windows Media® Player (WMP)—Microsoft ActiveX® controls for playback of all major multimedia types using DirectShow.

Additional DirectX DXPAK components planned for future Windows CE releases include:

    * DirectMusic®—composition and playback of message-based musical data.
    * Direct3D® Immediate Mode (IM)—interactive 3D graphics and rendering.
    * DirectPlay®—networked multi-player gaming.
    * DirectInput®—personal input devices, including force feedback. (DirectInput is already available as part of the core Windows CE 2.12 release.)
    * Windows Media Services (WMS) client filters and codecs—multimedia streaming over the Internet, including support for low-bandwidth connections using MSAudio and MS MPEG-4 video.

Selected components of Windows CE DirectX 6 and media technologies will be available as part of Windows CE 2.12 on the X86, MIPS R4300, and SH4 CPUs. Additional DirectX media components, especially those needed for DVD and home electronics devices, and enhanced support for Windows CE CPUs, are planned for future DXPAK releases.

Windows CE for Dreamcast already contains DirectDraw, DirectSound, DirectMusic, Direct3D IM, DirectInput, and DirectPlay. These highly optimized, driver-based implementations are particular to the Sega Dreamcast hardware and are available as a separate SDK, but they are not part of the general Windows CE DXPAK releases. We will have much more to say about Dreamcast later in this article.
Windows CE for Dreamcast Toolkit

Microsoft and some of its partners are already using DirectX on Windows CE forseveral consumer devices. As we already mentioned, the first product to ship with support for Windows CE and DirectX was the Sega Dreamcast game console. Microsoft recently released the Windows CE for Dreamcast Toolkit to licensed developers. Windows CE for Dreamcast is anoptimized version of the Windows CE operating system designed for the Dreamcast hardware. It includes all the tools needed to develop forthis SH4 processor-based platform in Visual C++ and a highly optimized implementation of the DirectX APIs. It is a prime example of a platformwhere you can leverage your existing Win32 and DirectX expertise and code to develop content for new consumer devices.

In the past, console developers were forced to learn and use proprietaryAPIs and tools for each new platform. Developing for a new consolealmost always meant dealing with all the hassles of first-generationdevelopment tools. By providing Win32 and DirectX on Dreamcast, Sega and Microsoft are for the first time allowing game developers to createtitles for both the PC and console using virtually the same code base,as well as providing the opportunity to leverage existing code for the Dreamcast exclusive titles. Also, you get to do all the developmentusing the same familiar tools used for desktop games.



[ 本帖最后由 RestlessDream 于 2008-7-7 19:01 编辑 ]


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