The problem of Linux gaming basically falls into 3 categories:
1: Technical: 3D drivers, apis, etc. Mostly resolved.
2: Software library: Porting games, getting WINE to be more compatible. Increasing the number of Open Source games.
3: Platform size: slowly changing, slow steady progress that requires constant improvements to the platform.
Of those 3 categories the only ones which Linux developers can really influence are the technical and the software library. The problem is that the community as a whole is focusing entirely on the technical side and completely neglecting the software library side. For example, OpenMW: there should be a fork right now working on Oblivion and Skyrim support which is ready to submit patches back to the main tree once the main engine has stabilised. From what I've seen there's only a few people doing experiments and no repository to gather these modifications. Homeworld: Since the main port was made to work there's been no maintenance or development to add Homeworld 2 or Cataclysm support to the engine. Mostly because of lack of knowledge/technical skill/interest. WINE: I still can't run DirectX games from DirectX 5/6 from 1997 and people are whinging about DirectX 11/12??? These games won't even run in a virtual machine because the 3D support in VMs is based on WINE's code. I sympathise with people wanting a native D3D implementation, but it won't help a ton of problems in WINE and it sacrifices OSX/BSD/Solaris support for dubious value. Alienating the legion of Apple devs that might contribute to WINE is a bad move. And lastly we come to the Open Source games. No one is creating new content in the Open Source scene because the tools are garbage. There is no 3d model viewer on Linux that dynamically reloads textures on the fly. On Windows there are tools that let users with two screens switch from photoshop to a model viewer when the user clicks onto the model viewer window it automatically reloads the textures on the model so you can see updates to light maps, shadow maps and texture maps in real-time. There is nothing like this on Linux. On Modelling tools Windows users have over 70 choices of tools to choose from. Each with a different paradigm in how they model. Some are keyboard focused, some are mouse focused, some are freeform mouse editing, some are based on manual coordinate editing, some are polygon based and some are NURBS based. Linux needs a lot more diversity in tooling and Blender needs to become one of many tools.
1: Technical: 3D drivers, apis, etc. Mostly resolved.
2: Software library: Porting games, getting WINE to be more compatible. Increasing the number of Open Source games.
3: Platform size: slowly changing, slow steady progress that requires constant improvements to the platform.
Of those 3 categories the only ones which Linux developers can really influence are the technical and the software library. The problem is that the community as a whole is focusing entirely on the technical side and completely neglecting the software library side. For example, OpenMW: there should be a fork right now working on Oblivion and Skyrim support which is ready to submit patches back to the main tree once the main engine has stabilised. From what I've seen there's only a few people doing experiments and no repository to gather these modifications. Homeworld: Since the main port was made to work there's been no maintenance or development to add Homeworld 2 or Cataclysm support to the engine. Mostly because of lack of knowledge/technical skill/interest. WINE: I still can't run DirectX games from DirectX 5/6 from 1997 and people are whinging about DirectX 11/12??? These games won't even run in a virtual machine because the 3D support in VMs is based on WINE's code. I sympathise with people wanting a native D3D implementation, but it won't help a ton of problems in WINE and it sacrifices OSX/BSD/Solaris support for dubious value. Alienating the legion of Apple devs that might contribute to WINE is a bad move. And lastly we come to the Open Source games. No one is creating new content in the Open Source scene because the tools are garbage. There is no 3d model viewer on Linux that dynamically reloads textures on the fly. On Windows there are tools that let users with two screens switch from photoshop to a model viewer when the user clicks onto the model viewer window it automatically reloads the textures on the model so you can see updates to light maps, shadow maps and texture maps in real-time. There is nothing like this on Linux. On Modelling tools Windows users have over 70 choices of tools to choose from. Each with a different paradigm in how they model. Some are keyboard focused, some are mouse focused, some are freeform mouse editing, some are based on manual coordinate editing, some are polygon based and some are NURBS based. Linux needs a lot more diversity in tooling and Blender needs to become one of many tools.
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