this post was submitted on 01 Nov 2023
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Linux is a family of open source Unix-like operating systems based on the Linux kernel, an operating system kernel first released on September 17, 1991 by Linus Torvalds. Linux is typically packaged in a Linux distribution (or distro for short).

Distributions include the Linux kernel and supporting system software and libraries, many of which are provided by the GNU Project. Many Linux distributions use the word "Linux" in their name, but the Free Software Foundation uses the name GNU/Linux to emphasize the importance of GNU software, causing some controversy.

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Gamedev and linux (treebrary.pone.social)
submitted 2 years ago* (last edited 2 years ago) by uis@lemmy.world to c/linux@lemmy.ml
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[–] hunter2@sh.itjust.works 64 points 2 years ago (6 children)

Interesting take. I wonder if the amount of platform dependent bugs is generally that low for games. I'm a developer, but not a game developer. I would assume that platform dependent stuff comes into play a lot more, when using shiny new tech like direct storage, which is probably used more by AAA titles and less by indie games?

[–] uis@lemmy.world 44 points 2 years ago* (last edited 2 years ago) (1 children)

You don't get many platform-specific bugs if you use cross-platform libraries like SDL2 for OpenGL/Vulkan context creation and human interface.

[–] Sonotsugipaa@lemmy.dbzer0.com 30 points 2 years ago

With my limited experience with Vulkan and multiple targeted platforms, I can confirm that AAAAAAAAAAAAAAAAAAAAAA

[–] Elderos 18 points 2 years ago

I made games primarily for Windows which we also compiled for Linux. It is mostly input/output stuff, aka hardware issues. That is, audio issues, input issues, storage issues, dependency issues. Modern game engine mostly handle the rest. It wasn't such a big deal to fix, but most gamedev lacked experience with Linux, and most projects are already over budget and late, so fixing Linux for an extra 2-5% of sales didn't make much sense at small scale. Proton kind off fixed all of this tho.

[–] Ottomateeverything@lemmy.world 13 points 2 years ago (1 children)

If you're an engine developer, it's a reasonably common problem.

If you're a game developer using a cross platform engine, it's pretty uncommon, as the engine developer has already accounted for most of it.

If you're somewhere in the middle, it's probably somewhere in the middle.

It surprises me how many indie devs avoid some of the higher level / more popular engines for this reason alone. But I assume they just must enjoy that sort of stuff much more than I.

[–] moon_matter@kbin.social 7 points 2 years ago* (last edited 2 years ago)

It surprises me how many indie devs avoid some of the higher level / more popular engines for this reason alone. But I assume they just must enjoy that sort of stuff much more than I.

The problem with indie devs is purely a lack of knowledge and resources. They don't feel comfortable testing and packaging binaries for distribution on Linux. A decent number of them are also self-taught and actually have almost no exposure to desktop Linux at all. So it's actually a much higher hurdle than you think.

[–] Blaster_M@lemmy.world 12 points 2 years ago

This game runs on the Godot engine, so it has a common base to work with.