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35. Re: John Carmack On Linux Gaming Support Feb 6, 2013, 11:46 yuastnav
 
|RaptoR| wrote on Feb 6, 2013, 11:18:
[...]

Quake, Quake 2, and Quake 3 had native linux binaries, but it's cool to focus on a browser-based version of Quake 3 to drive home your (invalid) point

My point is not invalid because his point wasn't. If he had included Doom 3 and Quake 4, which actually did have Linux binaries, then that would be a different matter altogether, however he specifically concentrated on Quake Arena (so he probably means Quake 3 Arena) and Quake live. Since he didn't even mention Quake 1 and Quake 2 you probably misread what he actually wrote.


Beamer wrote on Feb 6, 2013, 11:23:
Quake Live isn't even browser based. yuastnav is either misunderstanding the game or what "browser based" means.

Hold on, what do you actually understand by "browser based"? The game exists locally on your machine and is accessed via a browser plugin. What is your definition?


headkase wrote on Feb 6, 2013, 11:37:
[...]
Having every developer writing for Linux is stupid. What needs to be done is that the engine developers write Linux-back-ends. When you develop your game for CryEngine 3 you don't say "oh my gosh! I have to write to the Xbox 360, PS3, and PC API!" No, shit. With CryEngine 3 you press the "deploy" button and the code needed at the lower levels - stuff dealing with operating systems and graphics and audio API's - is abstracted away from your content. If a engine developer makes an OpenGL back-end the developer of a game doesn't have to give two shits about it. They just press "deploy." Sorry, they have to press deploy 4 times: once each for Xbox 360, PS3, PC, and Linux. A properly written game engine will abstract away the lower level details and make it so a game developer doesn't have to give a single flying fuck about them.

Wouldn't that make the code extremely inefficient?

This comment was edited on Feb 6, 2013, 11:54.
 
 
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