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A New Game Ported To Run On Wayland/Weston

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  • A New Game Ported To Run On Wayland/Weston

    Phoronix: A New Game Ported To Run On Wayland/Weston

    A new open-source game (actually, two games) have been ported to run on Wayland without a dependence on X11...

    http://www.phoronix.com/vr.php?view=MTQyMjQ

  • #2

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    • #3
      i though its just a matter of pressing poop on the compile button and the new gtk/qt will take care of everything. i don't buy that. it'll probably be an arduous journey in porting many x11 apps, especially since most FOSS projects are basically in penury.

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      • #4
        Originally posted by garegin View Post
        i though its just a matter of pressing poop on the compile button and the new gtk/qt will take care of everything. i don't buy that. it'll probably be an arduous journey in porting many x11 apps, especially since most FOSS projects are basically in penury.
        It depends on how your application is written. If you use x11 apis directly then of course your porting would be more tedious than if you strictly use say GTK+, Qt, EFL etc... As long the abstraction layer/toolkit you use supports Wayland then you shouldn't have any Wayland issues to worry about when porting. Of course you will need to update your application to work with the version of the toolkit that supports Wayland.

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        • #5
          So, when will AMD support Wayland?

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          • #6
            Originally posted by CrvenaZvezda View Post
            So, when will AMD support Wayland?
            Given the speed AMD moves at? Loooooooong time lol. Radeon's got support now though :P

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            • #7
              Aaah Neverball. I wasted so many hours on you. Finished every damn level but the last... and then 1.5 came along, which totally changed the level categories and reset my progress.

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              • #8
                Originally posted by garegin View Post
                i though its just a matter of pressing poop on the compile button and the new gtk/qt will take care of everything. i don't buy that. it'll probably be an arduous journey in porting many x11 apps, especially since most FOSS projects are basically in penury.
                Quite right. Only the latest toolkits (GTK+3, Qt5, EFL) will be ported to Wayland. Old toolkits, which many programs still depend on (GTK+2, Qt4, and such) will have to run via XWayland. Exception is SDL which will probably gain Wayland support in both SDL and SDL2.

                Programs that do not use the Wayland-native toolkits will have to be either ported to another toolkit, or run on XWayland. The difficulties are for programs that use no toolkits at all and speak directly to X11, which have to be rewritten to speak the Wayland protocol instead.

                Of course, Mir (needlessly) complicates things even further...

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                • #9
                  Yea, I'll have to port Arcomage Clone to SDL2 at some point as well.

                  Originally posted by dee. View Post
                  Quite right. Only the latest toolkits (GTK+3, Qt5, EFL) will be ported to Wayland. Old toolkits, which many programs still depend on (GTK+2, Qt4, and such) will have to run via XWayland. Exception is SDL which will probably gain Wayland support in both SDL and SDL2.
                  Really, SDL 1 will also be able to run on Wayland? Does that mean that UT2004 will run natively on Wayland, too?

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                  • #10
                    Originally posted by GreatEmerald View Post
                    Yea, I'll have to port Arcomage Clone to SDL2 at some point as well.



                    Really, SDL 1 will also be able to run on Wayland? Does that mean that UT2004 will run natively on Wayland, too?
                    Well that's what I heard, anyway, not sure if it's correct.

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                    • #11
                      Originally posted by GreatEmerald View Post
                      Really, SDL 1 will also be able to run on Wayland? Does that mean that UT2004 will run natively on Wayland, too?
                      I don't see why not, if it doesn't depend on any X stuff. I just checked the original UT, no X stuff in sight! This could be good news, getting it to run on modern systems is a bit hit and miss at the moment.

                      Code:
                      # readelf -d /opt/unreal-tournament/System/ut-bin /opt/unreal-tournament/System/*.so | fgrep NEEDED | sort -u
                       0x00000001 (NEEDED)                     Shared library: [Core.so]
                       0x00000001 (NEEDED)                     Shared library: [Engine.so]
                       0x00000001 (NEEDED)                     Shared library: [libc.so.6]
                       0x00000001 (NEEDED)                     Shared library: [libdl.so.2]
                       0x00000001 (NEEDED)                     Shared library: [libglide.so.2]
                       0x00000001 (NEEDED)                     Shared library: [libmikmod.so.2]
                       0x00000001 (NEEDED)                     Shared library: [libm.so.6]
                       0x00000001 (NEEDED)                     Shared library: [libnsl.so.1]
                       0x00000001 (NEEDED)                     Shared library: [libopenal-0.0.so]
                       0x00000001 (NEEDED)                     Shared library: [libpthread.so.0]
                       0x00000001 (NEEDED)                     Shared library: [libSDL-1.2.so.0]
                       0x00000001 (NEEDED)                     Shared library: [Render.so]

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                      • #12
                        A question if i may ...............
                        GTK+ has been built with Wayland and X11 support. Wayland has xwayland for say running older GTK X11 apps. So my question is will folk now using GTK+ have to choose between wayland and X when building apps with the GTK+ toolkit ? will an app built today with GTK/wayland still work on distros sticking with X ? How does that part work?

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                        • #13
                          Originally posted by DDF420 View Post
                          A question if i may ...............
                          GTK+ has been built with Wayland and X11 support. Wayland has xwayland for say running older GTK X11 apps. So my question is will folk now using GTK+ have to choose between wayland and X when building apps with the GTK+ toolkit ? will an app built today with GTK/wayland still work on distros sticking with X ? How does that part work?
                          Afaik the backend can be changed with an env var:

                          Originally posted by Arch Wiki
                          When both Wayland and X backends are enabled, GTK+ will default to the X11 backend, but this can be overridden by modifying an environment variable: GDK_BACKEND=wayland
                          https://wiki.archlinux.org/index.php/Wayland#GTK.2B

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                          • #14
                            Originally posted by Chewi View Post
                            I don't see why not, if it doesn't depend on any X stuff. I just checked the original UT, no X stuff in sight! This could be good news, getting it to run on modern systems is a bit hit and miss at the moment.

                            Code:
                            # readelf -d /opt/unreal-tournament/System/ut-bin /opt/unreal-tournament/System/*.so | fgrep NEEDED | sort -u
                             0x00000001 (NEEDED)                     Shared library: [Core.so]
                             0x00000001 (NEEDED)                     Shared library: [Engine.so]
                             0x00000001 (NEEDED)                     Shared library: [libc.so.6]
                             0x00000001 (NEEDED)                     Shared library: [libdl.so.2]
                             0x00000001 (NEEDED)                     Shared library: [libglide.so.2]
                             0x00000001 (NEEDED)                     Shared library: [libmikmod.so.2]
                             0x00000001 (NEEDED)                     Shared library: [libm.so.6]
                             0x00000001 (NEEDED)                     Shared library: [libnsl.so.1]
                             0x00000001 (NEEDED)                     Shared library: [libopenal-0.0.so]
                             0x00000001 (NEEDED)                     Shared library: [libpthread.so.0]
                             0x00000001 (NEEDED)                     Shared library: [libSDL-1.2.so.0]
                             0x00000001 (NEEDED)                     Shared library: [Render.so]
                            >.> You can clearly see that the game is split up into different libraries (Core.so, Engine.so, Render.so) which do the actual work. Did you check those too?

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                            • #15
                              Originally posted by Ancurio View Post
                              >.> You can clearly see that the game is split up into different libraries (Core.so, Engine.so, Render.so) which do the actual work. Did you check those too?
                              Yep, that's what the *.so was for but it's actually ut-bin itself that's linked against libSDL.

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