Earlier quoted context omitted.
Why use not Electron? Take a look at vscode it has plugins and it seems to work everywhere.
Unfortunately DAW and VST plugins are not something you can make in Electron
Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
81–90 of 415 posts
Re: Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
#82Earlier quoted context omitted.
I first started using linux in 1998 with RedHat 5.2, installed from a CD off a magazine. At almost any point in my time using linux there was something "temporarily broken" that would eventually get fixed/improve some time down the road (modems, sound cards, wifi, power-management modes, GPUs, etc), at which point it didn't take long for something new to break. There are of course those calm eras of peace in between…
Ha, I started with Slackware around the same time (downloaded over 2 days to about 10 floppies). When I got bored of fixing stuff I moved to Ubuntu. It pretty much just works now except when I break it (which is often). Point being I could just install and run with zero issues.
It is rarely something truly fundamental but it happened just often enough for me not to want to bother and just pay 2x for a MacBook Pro every 5 years (a trivial expense for a well-compensated software developer).
Re: Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
#83Re: Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
#84I work for a small company that produces a DAW and VST plugins. Supporting Linux is a huge amount of work compared to Windows and Mac. The main issue is that 'Linux' is not a thing you can support. You have to pick the distros you want to support, and then once you've picked a distro, what versions you want to support. And you need to use the C++ version that ships with that distro, so if you want to support old vers…
The DAW isn't Bitwig is it? (just because your username has the same amount of syllables ;) If so, then PLEASE keep up the great work supporting Linux. I was only able to ditch my Mac a year ago because I switched from Ableton Live to Bitwig!
Re: Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
#85This sounds like complaining about users being able to report bugs.
Do you run a business, say software? Or even a non-technical business like window washing or pet walking? If .1% of your pet walking clients made 20% of the complaints, what would you do?
Or that 0.1% of the pet you walk are cats and 99.9 dogs, and you get complaints that you are bad at walking with cats and bad at walking with dogs. Is it good use of the metric to conclude that the cats are the problem?
Re: Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
#86Re: Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
#87I work for a small company that produces a DAW and VST plugins. Supporting Linux is a huge amount of work compared to Windows and Mac. The main issue is that 'Linux' is not a thing you can support. You have to pick the distros you want to support, and then once you've picked a distro, what versions you want to support. And you need to use the C++ version that ships with that distro, so if you want to support old vers…
Why use not Electron? Take a look at vscode it has plugins and it seems to work everywhere.
Re: Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
#88Earlier quoted context omitted.
What skills/tech you use for Android games is "Linux" specific and would transfer from/to a desktop Linux system or other Linux platform? (instead of being Android-specific, or specific to an engine etc)
Anything from Android can be forked into any number of Linux distros you want to make. So none of it is Android-specific, really. For example Android software worked on Jolla's Sailfish OS.
Re: Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
#89Re: Game dev: Linux users were only 0.1% of sales but 20% of crashes and tickets
#90Earlier quoted context omitted.
"gfx driver related" code is unlikely to be shared between Windows, Linux and OSX ...
Then redirecting those issues to the right mailing list could still be very welcome by someone. IMO issues does not need to be fixed by the game developers and drv developers might be happy to have them and some code that reproduces them. Not sure why the game dev complains here.
There's being a good citizen. There's wanting to offer support to a small set of customers. Then there's losing money. At some point, you just can't afford to service the long tail.