Re: [GD-Consoles] PS2 devkit
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From: Jason G D. <jas...@py...> - 2003-06-01 21:38:09
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> Hi, > > can anyone summarize quickly what the differences between having a regular, > expensive devkit for the PS2 and PS2 Linux. What is the price differnce for > getting started, how do the libraries you program against differ, and is it A PS2 Linux kit costs 250 euros and is available on the web for anyone to buy. The cheapest PS2 Devkit costs 10000 euros and is only available to a registered developer. The former is simply the linux OS running on a standard ps2 and allows you to program what you like within the confines of that OS, or by jumping through a few hoops, allows lower level access to the machine. It comes with full hardware manuals, minus the one for the sound chip. Developing anything low level is likely to be a painful process involving a lot of reboots, and debugging is very primitive. There are no real libraries to speak of other than some kernel modules/devices for accessing the custom hardware, and whatever is available from the community at large. There are a few fulltime support staff, but most of the support comes from other users. The latter is a ps2 with more memory hooked up to an internal PC host which controls it, and allows more-or-less unintrusive control from a development environment running on a networked PC. Low-level development is the norm as the PS2 only has a thin native kernel and no OS to speak of. Debugging is pretty advanced even with the "free" tools that are supplied by Sony. There aren't a lot of libs worth speaking about on this setup either, but there is a wealth of sample code and considerably more support staff dedicated to helping you out. > feasible to start research and pre-production work with a low-cost solution, > and once you're pretty sure you've got a product, spend more money. Yes, it's a feasible approach, but I'm not aware of anyone having actually done it. Actually, I believe there was at least one developer who prototyped on a linux kit before moving to "real" development systems, but that was mostly down to confusion over licensing issues, and delays in getting them signed up. > Also, would middleware solutions (netimmerse, renderware, havok, etc) for > the PS2 be supported on PS2/linux ? At this time none of those work on PS2 linux, and it's doubtful they ever will - the costs in porting would far outweigh any profit they might somehow make. You're pretty much stuck with whats freely available - of course you could get the source for a public 3d engine and port it... Jase. |