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PORTING FROM PC TO XBOX
TECHNICAL CHALLENGES
Nihav Jain
Brian Bennett
Outline
• Audio
• OpenGL to DirectX
• Box2D and TinyXML
• Angry Birds specific
Implementing Audio on XBOX
• Used FMOD on the PC version, really simple and easy-to-use library
• FMOD didn’t port to XBOX so had to switch to XACT
• “Building” the sound bank
• Limited documentation about XACT lead a lot of time being wasted in realizing that the
sound bank had to be pre-built and then used in the project
• Only some particular file formats work with XACT (WMA)
OpenGL to DirectX
• Y – axis is opposite in the two
• Solution -> y = ScreenHeight – y;
• Screen resolution on XBOX was 640x480 as compared to 1920x1080 on PC
• Solution -> ScaleX = TargetScreenWidth / IdleScreenWidth,
ScaleY = TargetScreenHeight / IdleScreenHeight
• The center of rotation for the textures in DirectX was based on the local coordinates of the texture
whereas OpenGL took that in screen space
• The direction of rotation was opposite in OpenGL and DirectX
• Textures were supposed to be square in shape with the image dimensions in powers of 2
Porting Box2D and TinyXML to XBOX
• Box2D had windows.h included in a few files
• Replaced references to windows.h components with their XBOX counterparts
• TinyXML used basic file operations like fopen, fread etc. which are not
allowed on XBOX
• Read XML using XBOX XDK file functions
• Bypassed the file read functions of TinyXML and provided it directly with a character stream
• Mapping the sprites to the actual Box2D physics bodies was difficult
Angry Birds Specific Challenges
• Implementing different bird abilities
• Implementing slingshot
• Different damage states for the birds, blocks and pigs
• Level design, balancing physics parameters
Question?
Nihav Jain
Brian Bennett

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Porting from PC to XBOX - Technical Challenges

  • 1. PORTING FROM PC TO XBOX TECHNICAL CHALLENGES Nihav Jain Brian Bennett
  • 2. Outline • Audio • OpenGL to DirectX • Box2D and TinyXML • Angry Birds specific
  • 3. Implementing Audio on XBOX • Used FMOD on the PC version, really simple and easy-to-use library • FMOD didn’t port to XBOX so had to switch to XACT • “Building” the sound bank • Limited documentation about XACT lead a lot of time being wasted in realizing that the sound bank had to be pre-built and then used in the project • Only some particular file formats work with XACT (WMA)
  • 4. OpenGL to DirectX • Y – axis is opposite in the two • Solution -> y = ScreenHeight – y; • Screen resolution on XBOX was 640x480 as compared to 1920x1080 on PC • Solution -> ScaleX = TargetScreenWidth / IdleScreenWidth, ScaleY = TargetScreenHeight / IdleScreenHeight • The center of rotation for the textures in DirectX was based on the local coordinates of the texture whereas OpenGL took that in screen space • The direction of rotation was opposite in OpenGL and DirectX • Textures were supposed to be square in shape with the image dimensions in powers of 2
  • 5. Porting Box2D and TinyXML to XBOX • Box2D had windows.h included in a few files • Replaced references to windows.h components with their XBOX counterparts • TinyXML used basic file operations like fopen, fread etc. which are not allowed on XBOX • Read XML using XBOX XDK file functions • Bypassed the file read functions of TinyXML and provided it directly with a character stream • Mapping the sprites to the actual Box2D physics bodies was difficult
  • 6. Angry Birds Specific Challenges • Implementing different bird abilities • Implementing slingshot • Different damage states for the birds, blocks and pigs • Level design, balancing physics parameters
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.