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…
One game, by one man, on six platforms: The good, the bad and the ugly
151–156 of 156 posts
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#152Earlier 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”.
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
#153Earlier 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 :)
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#154Earlier 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.
Re: One game, by one man, on six platforms: The good, the bad and the ugly
#155As 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…
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
#156Earlier 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...
Some of the issues you are describing would still exist even if I wasn't using a cross platform library.