Better Advice in English
I've written a game in Linux.
A cookbook reciepe:
Learn Blender 3D modeling to create a model. Then learn how to write python script to export the models in Blender.
That is, Verticies, Faces, and Normals exported to a file.
Write a loader for the model format in C. It will read in the Vertices, Faces, and Normals.
Write an SDL application using your loader code to display the model.
The rest comes naturally. Skeletal animation or tweening for animation, will give your application life.
But it's not necessary. I've seen some games that utilized the simplest technology but offered a rich game-play experience.
There are hundreds of game engines in Linux; Crystalspace to name one.
The real reason the majority of companies haven't jumped onboad is because Unreal Engine which the majority use hasn't been ported.
Another thing is Linux Distributions don't matter.
I did the majority of my work in Slackware simply because they included all the header files and development packages I needed.
I also used BlackBox window manager and gvim because they seriously focused my work.
(back when tear off gtk menus still worked) I'd tear off the "buffer list" which doubled as a solution explorer.
The end product would run on all the other distributions because they all generally use the same GLibC versions.
The preferred installation method is the executable shell .tgz I think created by Loki software but I'm not really sure who thought it up.
Static linking is good to.
Why wouldn't they ship it? Also, they don't need the entire runtime, they could as well ship only what they link to. If it's already installed, it skips this stage of the setup.
Originally Posted by Ancurio
Since the dawn of time, programmers have been shipping libraries with their programs to ensure ABI compatibility, why would this be an exception?
The article is about porting, not programming from scratch.
Originally Posted by squirrl
Also, static linking is good depending on your priorities and the particular case. Gives the best portability out there for the binary and might as well be faster (specially because if you built them, you could use link time optimizations on the whole program+libs), but as you install more apps, it gets less space efficient, and as more running instances using the same libs appear, you are being less memory efficient: multiple copies of something that is more or less the same lib. Of course, if your dependencies are overall small, static these drawbacks are really a minor problem.
this is my first post on Phoronix.
I saw the presentation and I'm specially interested in the SDL shortcomings part. The author cites:
- No explicit GLX/WGL context data sharing and no direct context access
- No threaded rendering
- No 3D positioning or DSP support in the stock SDL audio subsytem (partially remedied by SDL_mixer)
Now, I'm a programmer/developer for a long time now, but I'm not an OpenGL guy and I'm unable to understand most (if not all) of specific terms. Said that, I call for help of the forum members to understand some of these items.
First, I think the first item (explicit GLX/WGL thing...) is about native access to system-specific. If I'm right about this, then may be a bad thing to implement these stuff in SDL. I wanna know if I'm right or wrong. Besides that, I also wanna know what kind of problems could be caused by the lack of this support.
Secondly, no threaded rendering don't seem that bad. You can always create your all threads, gaining explicit control over the program flow.
Third, if there is anyone with this knowledge here, how much is the third item partially addressed by SDL_mixer?
ignore schmerl, he's an anti-steam troll
Last time i talked with him, he said he wouldn't run any game that he had to buy through Steam, even if it didn't require Steam to even run and had no DRM.
Because he didn't want to support DRM, and he thought buying anything through steam did that.
Edit: probably zealot is the better term than troll in this case, but i can't edit the title.
Last edited by smitty3268; 06-21-2013 at 10:02 PM.
Not much. SDL itself can only use raw data (so BMP for images – SDL_image allows decoding PNGs and other formats, and WAV audio for sounds/music – SDL_mixer allows decoding OGG Vorbis/MP3). If you want to use advanced functionality like 3D positioning and EFX, you must use OpenAL.
Originally Posted by vinipsmaker
Actually, The Witcher is *made* by GOG Or, more accurately, GOG is a subsidiary of CD Projekt RED.
Originally Posted by kacperpl1
Then the third item is not addressed at all.
Originally Posted by GreatEmerald
Not that worse, because SDL take care of the part that could lead to non-multiplataform code, the audio hardware access...
No shit sherlock :P I was talking about games for linux, native, available for linux near launch date.
Originally Posted by GreatEmerald