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.
L8r
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.
L8r
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