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One game, by one man, on six platforms: The good, the bad and the ugly

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151–156 of 156 posts

Re: One game, by one man, on six platforms: The good, the bad and the ugly

#151

If I had a time traveling magic wand, the one Software Thing I would wish for would be that native, cross platform toolkits had won the war rather than the whole industry punting and declaring The Web Browser to be the target platform, or these super-high-level Game Engines. For decades, I always hopelessly thought the OS and hardware gaps would eventually be bridged by something like Qt or SDL or wxWidgets, and we'd…

You may find the Orca project quite interesting:

https://orca-app.dev/posts/230607/orca_announcement.html

Re: One game, by one man, on six platforms: The good, the bad and the ugly

#152

Earlier quoted context omitted.

Because they haven't achieved any serious success with the Mac. If they didn't have their portable device line they would be a bit player in the tech industry.

That’s like saying “if you ignore their biggest success, they’re not successful”.

Not really. I'm a long time Apple user. Started using macOS with the version 9 (but my first personal laptop ran OS X). I don't consider them successful in computing. In fact my first job was at an Apple Service Provider and it was already hard to run everything useful on Macs. Now I wonder how much technology is actually actually running on Macs. Their computers are becoming glorified clients for other companies technologies. They make make a ton of money selling a lot of small devices that are more about fashion / social statut than technology relevance nowadays. As it is there isn't a whole lot of good reasons to start using a mac instead of anything else.

I don't think they are currently successful in the computer business. Them making shiton of money on overpriced mobile fashion doesn't really change that.

Re: One game, by one man, on six platforms: The good, the bad and the ugly

#153

Earlier quoted context omitted.

Thank you for showing me this wonderful game. That 5% is going to get a tiny bit higher:) You could consider having a donation "DLC" for the game, I would happily pay for it.

Thanks! Honestly, comments like this probably have a more positive impact on me than the small amount of money I could have made by selling the game :)

I found your game a couple of months ago here on HN and put it on my backlog of things to check out. But rest assured that I told a couple of work colleagues who went down that rabbit hole and didn't show up again for days due to being fascinated and nerd sniped. Their responses were quite positive and I'm looking forward to finding the time to follow!

Re: One game, by one man, on six platforms: The good, the bad and the ugly

#154
post #150

Earlier quoted context omitted.

> If there's an opportunity to build something 10x better than Chrome, it'll be shipped. There won’t be. Since IE6 the standards have grown to inhuman proportions, and implementing a new browser engine is even more difficult than it was then.

there's no need to do it from scratch, nor to do it all really. if there's some great innovation it can be introduced in a fork of Firefox/Chrome/etc.

But then you’ll be tide to how your engine of choice did things. There’s no true independence if you don’t have the means to rewrite it.

Re: One game, by one man, on six platforms: The good, the bad and the ugly

#155
post #77

As the post mentions, the de-facto official way to distribute games on linux is as a windows binary run via wine/proton. AFAIK this mainly stems from issues in how linux deals with graphics drivers - you can static link everything _except_ opengl. This is similarly an issue with containerizing graphical apps: last I read you needed to have the same version graphics libraries both on the host system and _within_ the c…

> As the post mentions, the de-facto official way to distribute games on linux is as a windows binary run via wine/proton.

It absolutely isn't unless you hate your users.

> you can static link everything _except_ opengl

You don't need to statically link OpenGL - it has a stable ABI and most functions need to be loaded at runtime anyway.

> This is similarly an issue with containerizing graphical apps: last I read you needed to have the same version graphics libraries both on the host system and _within_ the container due to the weird linking issues.

You don't need to worry about containers when distributing native Linux games.

> Does anyone know if there's any efforts to improve this situation? Is there some ideological issue in linux that prevents standardizing or presenting a generic interface?

Yes, for one you could stop spreading FUD.

Re: One game, by one man, on six platforms: The good, the bad and the ugly

#156
post #67

Earlier quoted context omitted.

For games SDL still gets a good amount of usage. As do a few other frameworks that I think fit your criteria if I understand you correctly. Examples - SDL - GLFW - Openframeworks - Monogame/FNA/XNA/etc - Haxe

If you think any of these will save you from the issues of cross platform development and platform specifics, in a different way from what is described by the post, you are wrong. You will still suffer with notarization and appleness, Android stuff being pressured by Play Store policies changing constantly, and every platform/store specifics, adapting controls, form factors, gestures...

I have used these for published cross platform development. They don't solve everything but they certainly make things easier.

Some of the issues you are describing would still exist even if I wasn't using a cross platform library.

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