Earlier quoted context omitted.
I disagree with the characterisation that internal engines are less cross platform because of lock-in, the big publishers don't care about lock-in. It's not part of the calculus in deciding whether to support a platform or not. A port of a game is more than changing the low-level APIs used to control the hardware. It's the hardware of the platfrom the decides the complexity of producing the port. Linux is a special c…
I'm looking at publishers who do release Linux games using internal engines. Most of them use binary or source wrapping. Only a minority are implementing proper native rendering in those engines. And I bet it's based on cost considerations like I said above. How would you explain it otherwise? And I'm sure that cost plays a role when small market is evaluated. The higher is the cost, the less likely such publisher is…
I think where we disagree is that I don't think of the lower level API as being much of a lock in. The better graphic programmers I know have pretty extensive experience of the various flavors of DirectX and OpenGL. The general principles are the same and good programmers move between them easily.