Hasty Briefsbeta

Bilingual

Xbox 'OG' Adventures

5 days ago
  • #Xbox
  • #Game Development
  • #Retro Computing
  • The author independently ported the Mirage game engine to the original Xbox (OG) as a personal hobby project, without any support from Microsoft.
  • The main challenges involved adapting a modern C++17/20 engine to C++98/03, using obsolete tools like Visual Studio 2003 and old CMake versions, and handling compatibility issues.
  • Asset processing required converting the Sponza scene to older formats (like OBJ and .x) using multiple 3D software versions and optimizing for the Xbox's memory constraints.
  • Texture loading on Xbox involved creating .rdf files to bundle textures into a single .xpr resource file, while animations could use vertex blending or tweening techniques.
  • The project also involved porting the Quinn character from Unreal Engine 6 to the Xbox, and using SDK tools like the Bundler for icons and media.