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Did they announce OpenGL support for the Windows port? There was another game had a Mac port but no OpenGL mode, which did prevent it from running well under Wine - UT3 (no Linux port either, *grumbles*).
I really hope they add OpenGL support to the Windows version - that's all I really need for a wine port (Steams works great under Wine, and so do most OpenGL based games I've tried).
Although I would not buy a product from software patent suing Apple this is NICE.
This means that Valve games are now OpenGL/CL and that means once the Linux market is big enough Valve will support Linux.
It is in Valves interest to allow their customers to switch platforms. That makes Apple and MS weaker as competitors (Apple only in the distributor role)
Blizzard and Steam is all a viable gaming platform needs to get started. Macs have that now.
Agreed, and I think calling Linux or GNU/Linux a platform is flawed. Ubuntu, Fedora, Mandriva... these are the operating systems and platforms, mostly compatible at the source level and based on similar components, but mostly incompatible at the binary level. If I were a game developer wanting to target an alternate platform that isn't Mac, I'd target one particular Linux-based platform: Ubuntu. It's effectively the de facto standard these days, and most people using other similar oses know enough to symlink certain libraries or do whatever else they'd need to do to make it work. Target one, the community will make the rest work if they want to, and if you're going after the desktop market, it makes sense to target the prime desktop os in that category.
Actually they are fully compatible at source code level and mostly compatible at binary level. You'd be surprised to see the amount of software in binary form perfectly capable of running on a large variety of GNU/Linux distributions. It's a myth that there is a major binary incompatibility among the GNU/Linux distributions.
You are correct, sir. But the biggest stumbling block I see most times is getting that code or binaries going by legal, relatively hassle-free means. For many users without programming/coding skills, it means waiting for the company to release them-- especially for a client app.
Yes, reliance on DirectX over OpenGL is a common chokepoint, I think. If only all devs stuck to OpenGL... but I think profit and financial incentive is hindering that (yes, most likely from a particular company we all know).
WINE works quite well for ideal situations, yes. I remember it was the only way I could get certain NWN modules installed (i.e., off the disc).
But I'd like to work with a native installation as much as I can.
I love how everyone says it's a myth. I guess those of us who've dealt with said incompatibilities are halucinating then?
There's one, and only one, certain way to make a binary compatible across Linux platforms, and that is to statically link it. Otherwise, you can easily find that your software works well on one and not on another, typically due to a difference in the way the libraries are compiled that can expose a bug in one or more places that you might not have ever encountered, nor could encounter, on your development machines. Even if that problem goes away, you still have different package formats to deal with and, even among the same package format, different platforms name their packages differently sometimes so you need to compensate for that in your package dependencies. Even if all binaries were miraculously compatible tomorrow, that would only eliminate one problem for software deployment and release. And that's just software, the driver situation is far worse.
I'm not hating on Linux, but the facts can't be avoided. I use Ubuntu, it's my desktop os of choice, but that's no reason to be blinded to the facts. *Mostly compatible* is not good enough for software deployment across Linux platforms, which is why I would officially support only one. In that way, a standard exists and compiling multiple versions, multiple packages, multiple repositories can be avoided. There's no reason to go out of the way to make it not work on others, but I wouldn't guarantee that it worked if I were developing something closed. Since the various linux platforms will never standardize (and why should they?) a de facto standard is the next best thing.
Binary compatibility doesn't mean an app will work - there are many other dependancies that must be filled - including certain libraries, and usually specific versions of those libraries. That can lead to nightmares getting a binary to work, that was compiled for another system - even if they are technically compatible at the binary level.
I love how nt_jerkface is trolling and yet being voted up.
Fact is, there is a little application written by Novell called Build Service. It allows building binaries of your Linux apps for all popular Linux distributions and even different CPU architectures in an automated, hassle-free way.
Any commercial developer can just install Bild Service on his own server and use it without ever releasing any piece of source code of his app.
http://en.opensuse.org/Build_Service
And then that developer, or developers, need to test it on each of those platforms and make sure it, you know, actually works as expected. Linux *is* software anarchy if you choose to view GNU/Linux as one platform. I've already stated why I feel that this view is flawed, it is not one platform but a diverse set of platforms aiming at particular niches and/or configurations. GNU/Linux, if viewed as an operating system, is ridiculously fragmented and cluttered. Break it down, however, and you see that Ubuntu, Fedora, etc are the operating systems and targeting one is much like targeting any commercial os out there.
No. Proprietary app developers usually only officially support a handful of distros. If it works on other ones: Fine, but don't bitch if it doesn't.
Consider that usually not only the latest an greatest Windows release is supported by app developers. At least two, maybe even three generations are supported, each with any combination of Service Packs.
id Software usually releases all of its games for Linux, but without any official support at all. Nobody bitches about it.
I doubt a perfect method will ever exist. There will always be those who illegally download software and crack it, and no method of authenticating a purchase will completely erraticate the problem. All these authentication schemes do is inconvenience those who have bought the software, as the illegal downloaders won't be troubled by them at all.
Not a Mac user per say, but seeing this happen is a huge step forward for the platform, it makes using a Mac a little less isolating, and takes away a few reasons not to switch. A move to linux would be nice, but I can see the linux community thriving on the addition of OpenGL support to the source engine through transgaming/wine.




