Just found an interview from two weeks ago where they confirmed they are porting the engine.
There's also an "NX" platform flag in the Editor. NX is the codename for the Switch.
Job description from their website:
They also already ported Serious Sam 3 to Tegra K1 a few years ago as a proof of concept.
How is the engine working with the console platforms at the moment?
AL: Really good. We are happy with that. Yeah. It's become very streamlined to just ship one of our games on Xbox One or PS4 or Nintendo Switch. We are working on all of those platforms to make sure that we can at any point ship any game is. As long as that platform can actually handle the amount of content, we're probably not gonna ship the next big game older platform. But in theory, the engine supports a number of platforms.
So then the engine is working well with the Nintendo Switch?
AL: We are working on porting for the Nintendo Switch. I'm not sure what's the current status and what we can share about that.
Source: https://wccftech.com/interview-croteam-alen-ladavac-ante-vrdelja/Can we expect The Talos Principle to hit the Switch?
DL: Likely.
There's also an "NX" platform flag in the Editor. NX is the codename for the Switch.
Job description from their website:
http://www.croteam.com/programmer/
- Developing tools and tech behind our in-house Serious Engine for multiple platforms (PC, PS4, Xbox One, Nintendo Switch, Linux, OS X, Android, iOS…).
They also already ported Serious Sam 3 to Tegra K1 a few years ago as a proof of concept.
https://steamcommunity.com/app/41070/discussions/0/630800446936367743/#c630800447016107026Yes. We were even more amazed than you are. That's the first version of SS3 for Android. And it would not have been possible without this Tegra miracle. :) This chip looks like something that will knock everyone's socks off. We couldn't believe how good it is. It supports full OpenGL4, and we practically directly ported the entire PC game to it, along with PC content. It was not cut down like e.g. for Xbox 360.
As an additional point, when we compiled the code without errors and ironed the glitches in initialization code, as soon as it started the graphics correctly for the first time, it went right through the intro sequence, and into the game. Without any noticeable visual errors. I think I can safely say this is the first time ever. Normally, we'd have a few weeks of unexplainable black screens, inverted colors, garbage in textures, broken shaders, etc, until it looks ok visually. With K1, this just worked.
This is the breaking point where we can finally start shipping same games on both PC and in the "mobile space" (including microconsoles, future TVs, etc
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