Posted November 22, 2013
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Fenixp
nnpab
Registered: Sep 2008
From Czech Republic
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bolokanar
АБ … ꙂѢѦѪ – a Bulgarъ
Registered: Jul 2012
From Bulgaria
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Fenixp
nnpab
Registered: Sep 2008
From Czech Republic
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shaddim
New User
Registered: Apr 2012
From Germany
Posted November 22, 2013
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Also from my perspective shameful for the linux community that an external proprietary company is required to fix the ecosystem problems. This problems should and could have been fixed years ago by the community itself.
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JMich
A Horrible Human Person. If you need me, chat.
Registered: Apr 2011
From Greece
Posted November 22, 2013
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shaddim
New User
Registered: Apr 2012
From Germany
Posted November 22, 2013
;)
Indeed, by the very nature of open source where forking is easy and unification (merging) is nearly impossible (missing central entity), this "solution approach" was chosen all the time.
Indeed, by the very nature of open source where forking is easy and unification (merging) is nearly impossible (missing central entity), this "solution approach" was chosen all the time.
Post edited November 22, 2013 by shaddim
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bolokanar
АБ … ꙂѢѦѪ – a Bulgarъ
Registered: Jul 2012
From Bulgaria
Posted November 22, 2013
Indeed.
Since we went off topic... Programming is terrible. ;d
Since we went off topic... Programming is terrible. ;d
Post edited November 22, 2013 by simon_vd
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shaddim
New User
Registered: Apr 2012
From Germany
Posted November 22, 2013
Thx... interesting stuff in his blog, was not knowing his blog before :)
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Porkepix
GOG on Linux
Registered: Jun 2013
From France
Posted November 22, 2013
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Case 1 : I choose to use proprietary and closed-platform APIs and technologies (Direct X, Direct 3D, XNA and so on). My game works well on Windows or Xbox. Now, I want it to works on other systems (Mac OS, Wii , Linux, PS3/4 and so on…), I've to supply more job to do this port, either by rewriting code with their ways or by adapting in with technologies like Wine and other existing technologies. It cost money. It cost time. It produce problems. It produce less performances.
It's the actual case for most of the games.
Case 2 : I use open solutions, like, for example, the one provided by the Khronos Group (http://www.khronos.org/) [OpenGL, OpenCL & co], or proprietary but multi-platform solutions (Unity3D) or probably others solutions. These solutions are natively multi-platform. So I write once. And I run everywhere.
Which one is better in your opinion? Now, consider another detail, as you or another will again tell "yes but this API is less efficient and this and that" : The Khronos group is about open technologies, yes open. So everyone can contribute to improve them and make them better for everyone.
The world is beautiful, isn't it?
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Fenixp
nnpab
Registered: Sep 2008
From Czech Republic
Posted November 22, 2013
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When it comes to Case1, you're saying that most games have to go trough the process - they don't. Most games quite simply never get a Linux version unless they were developed with one in mind from the getgo. When it comes to Case 2, I agree. Reality of the situation is, tho, that tools offered by Microsoft are currently far more popular, more discussed and more documented. It will also be easier to find a solution to an issue with MS technology than with, say, Unity, because far more people are likely to have ran into it - of course, not to mention that an engine is a completely different beast than a pure API.
And yes, if other technologies were used more widely, they would be more advanced. They're not tho, and most people just don't consider the ~30% of market share they'd lose worth the effort.
Post edited November 22, 2013 by Fenixp
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Porkepix
GOG on Linux
Registered: Jun 2013
From France
Posted November 22, 2013
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And yes, if other technologies were used more widely, they would be more advanced. They're not tho, and most people just don't consider the ~30% of market share they'd lose worth the effort.
One more time, if it don't offer 100% of what you're looking for, you still free to participate in those project and improve them the way you think it's good. It's what we call a virtuous circle and it's something really helpful and great as everyone is winner with such solutions :)
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bolokanar
АБ … ꙂѢѦѪ – a Bulgarъ
Registered: Jul 2012
From Bulgaria
Posted November 22, 2013
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I guess it's time for new players who have different approach.
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JMich
A Horrible Human Person. If you need me, chat.
Registered: Apr 2011
From Greece
Posted November 22, 2013
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Extra love if you manage to provide me with a VS solution so I can add any changes and compile it myself later on.
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Fenixp
nnpab
Registered: Sep 2008
From Czech Republic
Posted November 22, 2013
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What I am saying is that when you learn to code in Windows environment, you can count on everything being unified and familiar, without any hoops for you to jump trough, and that, generally, MS technologies will be better documented and will get better support. You can't really argue with that, it's a given thanks to the size of userbase.
And that brings us back to this point:
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One more time, if it don't offer 100% of what you're looking for, you still free to participate in those project and improve them the way you think it's good. It's what we call a virtuous circle and it's something really helpful and great as everyone is winner with such solutions :)
All right, I have learned how to do that as if I were to ever develop a videogame on a more professional level, I want it to be multi-platform, and then I finally got to coding itself. Later down the line, I have hit several issues similar to that - with the library I was using, with the environment, just couple of things. But, in the end, what I would have done in like 2 days in Windows took me a week in Linux, due to constant small or big issues I kept ramming my head into. Now I'm fine with that, I enjoy solving problem - a lot of other developers just want to make a game tho. And let's not forget software like game maker and similar which is bound to Windows - some people are just not about to get into programming any time soon, and you wouldn't believe how many popular games are produced that way. Those developers don't really have much of a choice.
Right, and now we're finally getting to the last point, 'if you don't like it, you can write it!' - well, yes, of course you can. Which involves navigating in a completely alien code at the time you're getting into it, figuring out what exactly do you actually want to change, and then changing it. Sure, you learn a lot this way - but it's extremely time-consuming and completely non-viable approach when you're on a deadline / don't have all that much time.
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shmerl
🐧
Registered: Sep 2011
From United States
Posted November 22, 2013
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Post edited November 22, 2013 by shmerl