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Half-Life 2 running natively on HaikuOS

discuss.haiku-os.org

51–60 of 74 posts

Re: Half-Life 2 running natively on HaikuOS

#51
I half-jokingly thought to myself, "of course it's all software rendering, Haiku doesn't have GPU drivers", so imagine my amazement when I saw that this thread is about porting an NVidia GPU driver from Linux, and HL2 does, in fact, run with hardware acceleration.

Re: Half-Life 2 running natively on HaikuOS

#52
post #41

Earlier quoted context omitted.

That repository is not the engine, it's just the code for the client.dll/server.dll binaries that contain game-specific logic and some other tools.

https://github.com/ValveSoftware/halflife on the other hand is the full Half-Life (GoldSrc) engine, but it's not quite an open license.

That is just the SDK, but there is an unofficial open source implementation of goldsrc.

https://github.com/fwgs/xash3d-fwgs

Re: Half-Life 2 running natively on HaikuOS

#53

Earlier quoted context omitted.

https://github.com/ValveSoftware/halflife on the other hand is the full Half-Life (GoldSrc) engine, but it's not quite an open license.

That is just the SDK, but there is an unofficial open source implementation of goldsrc. https://github.com/fwgs/xash3d-fwgs

Also based on leaks/reverse-engineering.

Re: Half-Life 2 running natively on HaikuOS

#54

Earlier quoted context omitted.

I wish Valve would take a cue from id and release the source code to Source and/or at least GoldSrc under an open license. Though I have a hard time imagining them opening up code to more lucrative games like Team Fortress Classic or Counter-Strike classic. Nice dream though...

Source uses licenced middleware such as Havok so SDKs are likely all we're going to get officially. Source 2 might be a different story if HL3 releases one day since Valve replaced audio and physics with in-house technologies.

That’s kind of the goal of S&Box, no?

https://sbox.game

Re: Half-Life 2 running natively on HaikuOS

#55

Earlier quoted context omitted.

Yes, you have seen a video and you have seen them all. It can be resumed to "will it run minecrafts (or one of its clones)". I guess he figured out the short 10-15min format is better for engagement bevause people brains have been destroyed by tiktok and instagram reels and barely anyone can concentrate for 30min on a subject but really it makes for very uninformative vids.

Sometimes there's just not more than 10-15min of content that even a (significant) niche audience would find interesting. There's also only so much time in a day / week to produce. The machine demands novelty.

At some point your channel can only collapse when your content is resumed to:

And today's sponsor is a brand I will lie about for 2 minutes...thank you for watching, please click and subscribe!

It is only a matter of time.

Re: Half-Life 2 running natively on HaikuOS

#56

Earlier quoted context omitted.

Why should Valve give up their leverage. They actively pick and choose who they license the engine to.

Realistically there isn't really any commercial value left in it though. While there were some notable unique games made with it (Titanfall 1 & 2, E.Y.E, The Stanley Parable, etc), these were made over a decade ago and the majority of games made with it are reworks/mods/adaptations of Half-Life related material. https://developer.valvesoftware.com/wiki/List_of_third-party...

> there isn't really any commercial value left in it though

I wonder why it never went mainstream. The Unreal engine went on to power a massive number of games. The Half-Life engines birthed a lot of mods, but wasn't used by many full games.

Re: Half-Life 2 running natively on HaikuOS

#57
post #36
post #8

Earlier quoted context omitted.

I wanted to say, 5 watts, doesn't HL2 already run on Raspberry Pi? But then I realized, this thing seems to be powered by some kind of rpi? https://www.clockworkpi.com/product-page/uconsole-kit-rpi-cm... That's pretty cool though, do you have a video of it running on the device itself?

This is captured+streamed on the device with ffmpeg, but mobile phone video no. Got a short of my own engine though: https://www.youtube.com/shorts/LKYX7E3A0Dk

Damn this is so cool. In the future, a computer may even fit in your coat pocket!

Re: Half-Life 2 running natively on HaikuOS

#58
post #51

I half-jokingly thought to myself, "of course it's all software rendering, Haiku doesn't have GPU drivers", so imagine my amazement when I saw that this thread is about porting an NVidia GPU driver from Linux, and HL2 does, in fact, run with hardware acceleration.

The title is heavily editorialised and misleading.

When I see how much progress has been made on Haiku I wonder whether it can be used as a daily driver.

Re: Half-Life 2 running natively on HaikuOS

#59

Earlier quoted context omitted.

I wish Valve would take a cue from id and release the source code to Source and/or at least GoldSrc under an open license. Though I have a hard time imagining them opening up code to more lucrative games like Team Fortress Classic or Counter-Strike classic. Nice dream though...

Source uses licenced middleware such as Havok so SDKs are likely all we're going to get officially. Source 2 might be a different story if HL3 releases one day since Valve replaced audio and physics with in-house technologies.

Is literally invoking the havok api protected by licensing?

Re: Half-Life 2 running natively on HaikuOS

#60

Earlier quoted context omitted.

Realistically there isn't really any commercial value left in it though. While there were some notable unique games made with it (Titanfall 1 & 2, E.Y.E, The Stanley Parable, etc), these were made over a decade ago and the majority of games made with it are reworks/mods/adaptations of Half-Life related material. https://developer.valvesoftware.com/wiki/List_of_third-party...

> there isn't really any commercial value left in it though I wonder why it never went mainstream. The Unreal engine went on to power a massive number of games. The Half-Life engines birthed a lot of mods, but wasn't used by many full games.

Unreal won because they invested in a whole ecosystem of tools to build interactive media and the community to support it. Only unity really compares (and I'm not sure how true even that is these days).
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