Originally posted by Dragonlord
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The future of linux gaming?
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Originally posted by xav1r View PostDo you understand the amount of paid hours many coders, producers, engineers, etc. are involved in the making on an engine like unreal 3 or id tech? Well, maybe id tech 5's case is special, carmack does it all. But still, those things take a long time and lots of effort, and more importantly, cost a lot to make. Asking for an equal grade solution from a traditionally volunteered or freetime work is not realistic.
Dragonlord: So your engine can stream during gameplay? Or does it merely support worlds that big on systems that can cram an entire gameworld that large worth of textures/sounds/etc into RAM? If the former, we may have a winner... You wouldn't happen to have an SVN would you?
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Originally posted by RealNC View PostThere's no other option though. Even Ubuntu is not good enough. MS offers a new version every 3 years maybe. Ubuntu every 6 months. Companies aren't really eager to constantly keep track of what breaks every 6 months.
The main reason they don't do things has ABSOLUTELY NOTHING to do with what you're claiming. Seriously.
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Originally posted by roothorick View PostSo your engine can stream during gameplay? Or does it merely support worlds that big on systems that can cram an entire gameworld that large worth of textures/sounds/etc into RAM?
Chances are though you have to explain first what you think of doing since I see you think in "load all at the time" patterns and that's static design but my engine uses dynamic design.
You wouldn't happen to have an SVN would you?
EDIT: I'm now not sure if we talk about the same thing. Do you mean "streaming" as the actual process of asynchronously loading resources from disk and plugging them in the world or fully loading world content from definition files asynchronously? If the former then yes the engine supports asynchronous resource handling if the former no that's the game developers job.Last edited by Dragonlord; 09 February 2009, 03:47 PM.
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Originally posted by Svartalf View PostExcuse me, Microsoft OFFICIALLY offers a new version every 3 years or so. But, not unlike what we get with distributions, they do SP's which are the same thing with about the same regularity.
XP had 3 SPs. And even the SPs don't break stuff. Compatibility is top priority.
The main reason they don't do things has ABSOLUTELY NOTHING to do with what you're claiming. Seriously.
Ubuntu? Hah hah. Let's have the latest glibc just to show off even though it's totally useless to update it anyway.
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Originally posted by xav1r View Postqft. One of the biggest problems with linux games is the terrible gfx and soun implementations linux has to deal with, namely X, (one of the buggiest pieces of software off all time), it's sound system, etc. Linux needs a robust, easy to use API like DirectX for game devs to flock over to linux. As much as M$ is a crappy, monopolistic greedy company, their directX API is very well maintained, and gamedevs just love it. OpenGL 3.0 was a major dissapointment for gamedevs, mostly because the khronos group wanted to cater to the CAD market, leaving gamedevs in the dust. That has to change.
X one of the buggiest pieces of software off all time? I honestly can't remember the last time I had a problem with X, it's been that many years (primarily using Nvidia). I would like development of X to gain momentum, so I can experience all the things Phoronix reports on, but I can't say I feel there's a problem with the curent state of X, as a user (work and play). Care to explain?
Sound.. well, it works, but it does seem a little messy. Pulseaudio has not been a good experience on my systems ("glitch free"? right..), and I feel a tad worried about it being positioned as the defacto sound system. I don't know enough about the fundamental sound issue, I'm just glad I can hear sound! :P
OpenGL3 did not turn out to be what most expected, true, but it still is the best, and only, crossplatform solution. What good is DirectX for me? I dont own/use Windows. What about XP users and DX10? And about Khronos leaving gamedevs in the dust:
Even if it's only PR, Blizzard are one of the most respected gamedevs.
@ RealNC
Wow, according to you, no commercial software will ever work on Linux! Firstly, the "problem" with the many distros and their "different" libs. I don't experience it. Professionally, I work with DCC (3D, compositing) under Linux using highend commercial software. Sure they usually state that the software is only supported under RHEL/SUSE, but we run it on Gentoo and Fedora without problems. I can't see your point, and it sounds like FUD to me. Same with games. I usually buy games for Linux, even though I'm not the biggest gamer anymore. All works out of the box, on different distros. Again, what is the problem? When big name gamedevs like id, and indy developers alike can make it happen, it IS possible.
Secondly, it's not a technical problem, as shown above. that so few develop commercially for Linux. It's a matter of markedshare, and lazy developers that want as much handholding as possible. And people believing what you write. Please stop spreading FUD.
Sorry roothorick, for not replying on topic.
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Originally posted by RealNC View PostThere's no other option though. Even Ubuntu is not good enough. MS offers a new version every 3 years maybe. Ubuntu every 6 months. Companies aren't really eager to constantly keep track of what breaks every 6 months.
BTW, what's that thing about stuff breaking, possibly every 6 months? I own a copy of Maya 6.5 from 2004, and guess what. Still works on bleeding edge distros. Same with old games commercial games like the Quake series. Sure, some stuff breaks (old Loki games?) but there are workarounds in those situations.
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Originally posted by RealNC View PostWhen did I say that? You should read again perhaps.My Windows 95 programs still work in XP. That's how far they went to ensure software doesn't break.
Ubuntu? Hah hah. Let's have the latest glibc just to show off even though it's totally useless to update it anyway.
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