Answers from Loki President Scott Draeker
1) Loki
(Score:5, Insightful) by Anonymous Coward
Scott, I am a Linux programmer doing active development for technology companies in Canada. My questions spawn more from a business side rather than a technology side. I've examined Loki's business model and have a two-fold question.
#1: Do you think simply porting games is a viable business model for Loki games? As Linux acceptance picks up don't you fear that more gaming houses will start doing their own cross-platform development in house rather than relying upon Loki as a "port house"?
Scott:
Right now it's a viable business model. The question is whether it will continue to be in the coming years. I hope not.
#2: Linked to #1, if you fear this trend, will we see any original titles coming from LokiSoft or do you plan on strictly remaining a port house?
Scott:
Porting is important as long as Windows is the primary PC gaming OS. Linux as of 1999 had a 4% share of the desktop market, so we have a ways to go before games are developed for Linux in addition to or instead of Windows. Once Linux supplants Windows it will become the primary OS for new releases. I think it's safe to say that Loki will continue to publish games for Linux at that stage, whether or not they were ported from Windows.
2) Children's software for Linux
(Score:5, Interesting) by Jonathan
Blocksom
Do you think there is a market for children's software that runs on Linux?
Scott:
Yes, but it's very, very small. Games are a natural choice for a new platform because of the strong demographic tie in with early adopters, who tend to be technically literate and male. As the installed base grows, we'll be adding more 'point and click' type users. We'll also be adding people like me who have kids. That's when children's software for Linux will make economic sense.
I'd also like to add that children's software is a good fit for Open Source efforts. Unlike games, the principal content for education (e.g. math, reading) doesn't change all the time. Commercial titles will add nice graphics, licensed characters and the like, but the skills training will be the same.
3) XFree 4.0
(Score:5, Interesting) by Jestrzcap
How will XFree 4.0 affect how loki ports games? Is it going to make things easier? Harder? I know you have problems with being compatible with the different video card types and GlideX.X or Mesa3.X but you have done a really great job so far (I own quake ]|[, heretic ][, and Homm ]|[).
Scott:
Thanks! XFree 4.0 won't change the porting process much, but it will dramatically change the gaming experience for Linux users. Right now it can be rather daunting to configure 3D support on Linux. The new XFree promises to support 3D 'out of the box' so that, once you have X configured on your system you don't have to go through any extra steps to get hardware 3D support.
In fact, March is turning out to be a really good month for Linux gaming. We're getting standardized 3D hardware acceleration with XFree 4.0 and the DRI, and standardized 3D positional audio with OpenAL. Once these 2 technologies are integrated into the various distributions, Linux gaming should be much more accessible and enjoyable for new and old users alike.
4) Gaming distribution?
(Score:5, Interesting) by jeroenb
Since Linux was originally much more geared towards and used for server-applications and has only been moving into the desktop market for a relatively short period, I can imagine the operating system is not entirely optimized for playing games. Stability often comes at the cost of performance and features, so I was wondering, do you think it would be useful to create a Linux distribution that focuses mainly on gaming and other multimedia-related applications?
Scott:
This used to be a more interesting idea than it is now that general purpose distributions are/will be shipping the necessary libraries to play state of the art games. For purposes of someone getting the latest version of their favorite distribution, there is no real difference between a GameOS(tm) and a ServerOS(tm). All the pieces are there and you can set it up to do either one or both.
It's possible that a GameOS would offer speed advantages, but not as much as people might think. XFree 4.0 with the DRI is significantly faster at hardware accelerated 3D tasks than its predecessor. It's telling that Linux drivers are performing on a par with Windows drivers written by many times as many engineers.
I think that getting all the distributions to agree on standards which allow seamless gameplay will be of greater benefit than producing a single OS geared for gaming.
In evaluating this response, keep in mind that I was a hardcore Mac user for 13 years, and no matter how cool I thought the Mac was/is, I always heard the same response: "Yes, but there are no games!" Games are key to widespread consumer acceptance of an OS, and should be supported in all Linuxes. Apple has paid a dear price for once discouraging game development on the Mac so that it would be viewed as a 'serious' business computer.
5) Reject ratio
(Score:5, Interesting) by FascDot Killed My Pr
I'm assuming that your (current) modus operandi is to call up a company and say "Hey, can we port your game to Linux?" Given that assumption:
1) How many companies have you talked to? 2) What percentage of them rejected the request? 3) Of those that rejected, what were their reasons? (fear of "open source", lack of demand, etc.)
Scott:
I'm going to respond in general terms, as many of your questions apply to ongoing negotiations.
We've spoken to the majority of game companies. When we complete a deal, we turn that into product fairly quickly. Other deal negotiations are ongoing.
The single most important factor for getting a game ported is market size. Everything else is easy to address. If a company feels that they will see sufficient unit sales, then they are quite happy to discuss having a port done.
6) Lacking API's and other
challenges
(Score:5, Insightful) by toofast
Currently, Linux is lacking the standardized interfaces and API's that WIndows has. What is the greatest challenge (that needn't be one) when porting a game to Linux?
I mean, what makes you swear at Linux and say, Damnit, why doesn't Linux have this yet???
Scott:
Ah. Where to begin...
Seriously, after lots of hard work things are really coming together for Linux gaming. Take, for example, Heavy Gear II, which has just gone gold. We ported the Direct3D rendering to OpenGL. We ported the inline assembly. We created a standard way to play 3D positional sound, OpenAL. We added joystick, gamepad and mouse wheel support. We hacked gcc, gdb, glibc, Mesa and Glide. If we can pull off a game like this, I figure we can pull off just about anything.
As an important aside, I'd like to point out that, without the source code to all of the software listed above, we would *not* have been able to port Heavy Gear II.
Wish list: I'd like to get an incremental linker one of these days. I'd also like to see better assembly tools, better debugging tools, better C++ support, better code optimization, better compatibility across the various Window managers, better thread handling and free beer.
7) Content creation
(Score:5, Interesting) by Bert Peers
When the topic of creating commercial games for Linux pops up, I'm always eager to point out that there is an important difference between making games available on a platform by porting an existing game (at which Linux is, thanks to Loki, becoming highly succesful), and actual creation, out of the blue on the target platform.
Porting "merely" requires technical skill at the engine level : know-how on how to port Win32 to X, getting DirectX to work with SDL, OpenGL cross-platform issues, etc. Creation, on the other hand, requires the full asset of content creation tools that are of vital importance in every software house, but remain hidden from the end user -- and the porter. I like to call those tools the "boring 50%" of game production, and they consist of level editors, model builders, conversion tools (eg 3DS Max to native format), sound editors, etc.
Since Loki has recently showed interest in developing, instead of porting, Linux games, I'd like to hear what your take is on the apparent lack of solid, existing authoring tools (other than the Gimp), and the lack of solid desktop development support (KDevelop et al are nice but no match for the MSVC/MFC combo) needed to write all those quick'n'dirty but ultra-vital editor tools.
Do you agree that this lack of Linux equivalents of 3DS Max, Soundforge and MSVC is currently a major hurdle for Linux-native development ? If you go for full Linux development, would you create authoring support all by yourself and release it (a la MPEG SDL), or rather sit back and wait until Codewarrior, Kinetix etc all get their Linux products up to par with Win32?
Scott:
Content creation tools is the next big step for Linux gaming. With the source code we've released and the work done in the community at large, it's now possible to do just about anything necessary to run a game on Linux which has all the features of a top flight Windows game. That's an incredible milestone.
There is already a Linux port of Houdini. Creative is supporting OpenAL with their Eagle product, a tool for 'drawing' sound effects in a 3D environment. More is on the way. One of our developers, Jim Kutter, has just written an article for Linux.com on this topic. Look for it to be posted soon.
If Loki ever does get involved in developing content creation tools, those tools will be, like everything else we do, released as Open Source.
7) How To Show Support?
(Score:5, Interesting) by jelwell
Sadly enough I bought Quake 3 for Linux, not because I like Quake 3 - I don't - but because I'm hoping that my purchase will help show game companies that there is a market in developing and porting games to the Linux platform. I would like to be able to buy every game that comes out for Linux, but to tell the truth I don't have any interest in the games currently on Loki's product page. With this in mind, what would you think is the best way for me - as a consumer and a Linux user - to show game companies that I do want games ported to Linux?
Scott:
You are doing the right thing. Like it or not, game companies are bottom line oriented. The first question they always ask me is how many units I can sell. So, as self serving as it sounds (is), the way to get more games on Linux is to buy the ones that are available.
8) Lack of Info on Web Site, or Just Rumors?
(Score:5, Insightful) by HomerJ
Scott:
It's been reported on MANY sites, like Slashdot and linuxgames.com, that you are porting games such as Soldier of Fortune and Sim City 3000, among others. Tuxgames.com is even taking pre-orders for these games. Yet there is nothing on your Web site about release dates, or even that you are doing anything with these games at all.
Are these just rumors that got out of hand? Or are you in fact porting these games? If so, why is there no mention on your Web site about release info, demos, screenshots, etc.?
I'm excited to see such games get ported to Linux, but when in comes to facts, I like to hear it from the horse's mouth. It just seems kinda odd that many trustworty sites report this info, and no mention is mentioned on the one place it should be, lokigames.com
Scott:
We are porting Soldier of Fortune, Sid Meier's Alpha Centauri (with the Alien Crossfire expansion) and SimCity 3000. There had been a rumor posted that we were porting Interstate '82, but this is not true.
As for the Web site, it's being redesigned. We've also hired Terry Warner of Linux.com fame to keep it updated and accurate. Once the redesign is complete we should have updates posted on an almost daily basis.
9) Manpower
(Score:5, Interesting) by Fizgig
I know this is going to vary with the project, but I'm wondering how much manpower it takes to port a "typical" game from Windows to Linux. I suspect it's somewhere greater than zero and less than the amount of effort it took to write the game in the first place, but I just wonder how the time for (re)programming and QA are distributed compared to writing the game in the first place and how you allocate your staff to this (do they each work on a single game or do they move from project to project?).
Scott:
I'll answer this in general terms. We generally staff 2-3 programmers to a project. We also have a full time QA staff and tech support. The product development cycle depends on the project, of course. With Heavy Gear II, nearly every developer we have worked on some aspect of it. We also contracted out some gcc work to the mighty intellects at CodeSourcery. That has been by far the most challenging product to date.
Our development goal with each title is to meet or exceed the user experience available with the Windows version. For example, we typically port game editors as well as the game itself. An editor will take 2-3 months to port, and so you almost never see them included in Mac ports, for example. We also print a Linux manual, not the Windows manual with a sheet of Linux changes inserted.
All the extra work does not necessarily translate into unit sales. We do it because we're sending a message to our current and potential customers. If and when they adopt Linux as their sole OS, they won't be giving up anything in terms of the gaming experience.
Answers to Other User Questions:
Of course, the mainstream preference seems to be towards first-person shoot 'em up type games, but I for one enjoy racing games (Need for Speed, NASCAR, and the like). Does Loki have any plans for porting other types of games to Linux, and if so, how about working on joystick/periphial support?
Scott:
SDL version 1.1 includes joystick support, and joysticks are supported in Heavy Gear II for Linux. The upcoming Heretic II patch and a future Quake III Arena point release will also include joystick support.
A year ago people were asking why it seemed that we were only doing strategy games. Well, we definitely want to support different gaming genres, and are in discussions now to license a racing game.
Given Loki's experience in porting applications, have you considered, or been offered to, port programs other than games to Linux?
Scott:
Games are one of the most challenging applications to port, so I'm confident that we could pull off ports of other kinds of applications. We just don't have any current plans to do so.
Do you plan any Loki original titles or will you just continue to port other peoples' games?
Scott:
I'd much rather port 20 great titles than try my hand at 1 original title. Most original games don't do very well. If everyone could be assured of doing something as perfect as StarCraft then that would be a different story. But I think we have a better shot at porting something like StarCraft than writing it ourselves.
When's the IPO?
Scott:
Ha! Still haven't had enough Linux IPOs?
Oh yeah, and can I have a job? Please? Please please please? If you give me a job I promise to sit in the back and not bother anyone... :-)
Scott:
Resumes go to jobs@lokigames.com.
When do you think Linux Games will evolve to the point of working correctly straight out of the box?
Scott:
Soon. Improving the user experience is one of our chief goals. XFree 4.0 and OpenAL will go a long way toward simplifying 3D video and audio setup and support. Setup, our Open Source installer, is already as easy to use as anything on Windows or the Mac. Our goal is to make Linux a superior gaming environment to Windows, and we will continue to drive development and standards toward that end.
...I've been drooling over the thought of buying Quake 3 for Linux -- But the thing that stops me is the q3demo didn't work properly. I downloaded it, and installed it (the shell script installer was fantastic, by the way), but when I run it, it runs at about 1 frame per second from start to finish (From the ID Software logo, to the menus, to the game, right to the exit screen.) I've tried for a long, long time to get it working, and to no avail. Windows sucks but Games work - Both well, and immediately.
Scott:
The game is defaulting to Mesa software rendering, probably because it can't find the correct libGL.so.
Because of this, I haven't bought Quake 3 yet. I want to know it *WILL WORK* so I'm not stuck with a $50 piece of software that is of no use to me.
Scott:
All our games are fully supported by e-mail, phone and fax. We also host newsgroups, FAQs and an online bug tracking database called Fenris. If you have the minimum hardware requirements and we can't help you to get the game working, then you can have your money back.
Why mention hardware requirements? There are big differences in the quality of drivers available. The 3dfx and Matrox cards are well supported. ATI support is also progressing well. The NVidia drivers, however, are in really bad shape because the source they released is obfuscated -- to play on an analogy from Bob Young, it's like being allowed to work on your Ford, but being given only metric tools to do it. Without the necessary information, its simply not possible to create decent NVidia drivers, and until the drivers improve we can't officially support those cards. NVidia has promised to release closed source drivers which will improve performance.
I've noticed that your company is now porting to LinuxPPC, and so, I have a few questions regarding that:
1) You obviously feel that the PPC market is viable for porting. What factors made the PPC more attractive over the Sparc or Alpha? I can see where the larger Macintosh hardware market may be a factor, but I just don't see Linux taking ahold on the Mac side like I do with the PC side.
Scott:
There are Alpha and Sparc versions available for the Linux versions of Civilization: Call to Power and Eric's Ultimate Solitaire. There are PPC versions for these, and Railroad Tycoon II, Myth II and Heroes of Might and Magic III. The Alpha, Sparc and PPC versions typically do not support networked play.
We like supporting non-i386 architectures, but we don't have the resources to do it all ourselves. That's why our partnership with TerraSoft, makers of Yellow Dog Linux, has been so helpful. They assist us with the PPC work once the original i386 port is complete. This has proven to be a good deal for everyone involved.
2) Have there been many problems with the PPC porting effort, such in the ways of 3-D Acceleration, sound support, etc?
Scott:
The PPC Linux environment is behind the i386 environment. The tools aren't as good and some of the infrastructure isn't there. Assembly is also a stumbling block. These limitations do affect which games can be brought to the PPC.
3) And finally, is Loki's PPC support limited to PCI machines made by Apple, or are you targeting any PPC machine that can run Linux? (Such as CHRP motherboards or machines that can only run MkLinux).
Scott:
I don't think I've ever seen a CHRP board...
Because Linux on the PPC doesn't require the MacOS ROMs, I don't see any particular reason why our PPC products wouldn't run on non-Apple hardware. In fact, I know of at least one site running CivCTP on an RS6000.
The concept of Linux Game Programmer as a paying job is a relatively recent one. One is unlikely to see too many resumes with "8 years experience coding games on Linux" (or, if so, it should be viewed with skepticism). When sifting through resumes of prospective coders, does Loki lean towards programmers with a strong gaming background or rather those with more Linux programming experience?
Scott:
Everyone here is a Linux fanatic, and most of our developers have been coding for Linux for years. Familiarity with Linux, the associated development tools and C/C++ are the key requirements.
As best as you recall, what was the most -unusual- response you had, with regards to the idea of porting software to Linux?
Scott:
The guy from Microsoft gave me a belly laugh, but given the circumstances, I don't think that would count as unusual. Besides, not everyone at Microsoft thought it was such a bad idea.
I guess my favorite would be "Linux? Is that an OS, like Pentium?"
I've been using Linux for many many years now, and one of my favorite rants (or discussions) is how to make Linux more commercially palatable. Invariably, I always end up holding forth on how Linux will not be a force to be reckoned with until you can walk down the aisle at Fry's and see boxes and boxes of shrinkwrapped Linux software.
Unfortunately, as we all know this is a two-way street. People don't want to port to Linux because the base is so small, and people won't use a "niche" OS to raise the user base numbers until the apps are available. This is the classic catch-22 situation.
Well, now with companies like Loki you have managed to change the scene somewhat. I am delighted every time I walk down the aisle and see Loki software on the shelves, and consequently it seems like there are more and more companies coming to the table with linux ports or following a similar strategy as Loki.
It also seems to me that a critical mass point has been reached. Once you guys proved it was possible, lots of people started jumping on the bandwagon.
Now for my question(s). Did you set out on this path because you wanted to help kickstart this whole thing? Did you expect to be one of the major movers behind this sudden influx of commercial software for Linux?
Scott:
We started Loki because we wanted to make games for Linux. Remember, this was before the IPOs and pronouncements of support from the Fortune 500. The momentum behind Linux has been a very pleasant surprise, and allowed us to accelerate our plans. We're doing 16 games this year, and I think that's remarkable.
Scott Draeker
President
Loki Entertainment Software
my god... im sorry.. im not really with it today...
-tphreak
Linux is for wussy's!!
"...better thread handling..."
What's wrong with Linux threading? No really, I'm interested.
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Did Scott answer some questions which were not moderated high enough but he found interesting?
If he did that kinda nice of him, especially the ones about customer support.
The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
Well, that's one of the better interviews I've seen. To the point, off the cuff. I think Loki has the right idea right now... porting games to Linux will work great for now, and be profitable. Easier than each game company hiring new Linux programmers anyway. When the game companies realize that the market is lucrative, the programmers working at Loki will be worth their weight in gold... years of porting games to Linux experience. I think, though, that when Loki is done in the porting arena, they'll have some of the best programmers to produce new games. All they'll need is some designers with experience, or some of their internal folks with vision. Game design is a bitch, but in the era of Nintendo and Sony, it'll make them a pretty penny.
And... as I have continually stated, any app or name-recognition game that appears for Linux helps nudge it towards acceptability by the public. It'll also push some more development on Linux, and some standardation of its APIs.
"First things first, but not necessarily in that order."
- Doctor Who
This interview shows some really good signs of things really coming together. I was never a Heavy Gear fan but I think I may need to go out and buy that puppy as soon as it goes gold. Keep up the good work loki, you've got my support 110%!
~Jester
"I have great faith in fools: Self confidence my friends call it." ~Edgar Allan Poe
damn nVidia
when I heard scrambled source code
Sorry I bought one.
Efforts by a lot of people over the last year have helped make these things possible, and Loki is primarily to be thanked. Quake 3 and Unreal Tournmanet for Linux keep my gaming needs met, so I don't have to boot into Windows at all anymore just to fill the urge to frag something. Sim City 3000 will be another quality game port that I'll probably buy, and hopefully we'll see some Blizzard games on Linux sometime soon.
Of course, Loki can not port every game. Hopefully, gaming on Linux picks up even more, and companies start making an effort to get their products working on Linux without us having to beg.
"You spoony bard!" -Tellah
Ah ah ah :-)) Always fun to see anglo-saxon thinking that their braindead imperial system is remotely usable... I much prefer having the 14 mm end wrench after the 13 one that the 17/32th inch one after the 1/2 one...
What does an incremental linker do? Anyone care to enlighten me? I cant remember reading much about this one. Thanks.
First, what IBM found wasn't exactly a threading problem--it was a scheduler "optimization".
Secondly as you point out, this doesn't apply at low loads so it can't be what Scott was talking about. Sure Civ:CTP doesn't use more than 100 or so threads. IBM was using thousands (if not more).
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Hmm, there's a use for that $20,000 from a few articles back: help fund distribution of preloaded Linux computers (which are getting damned cheap for ~400MHz machines) to economically depressed school districts. What better way to help Open Source projects than to get kids hooked on source early? C'mon, the first one's free...
Specifically, what is it about Solaris's threads that "rock" and make Linux "look like a joke"?
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Damn!
Damn Damn Damn!
Why does Loki have to release all these games? I get so much done at the moment when I'm booted into Linux because there is not much in the way of games installed to distract me (apart from FreeCiv which doesn't complain if you leave it for a while). But now I see that Loki are about to port my nemesis of productivity - racing games. I mean, look at this quote:
Well, we definitely want to support different gaming genres, and are in discussions now to license a racing game.
Just how cruel and heartless can you get?! If it turns out to be Mobil 1 Rally Championship my coding days are over ... *sob* :-)
Cheers,
Toby Haynes
Anything I post is strictly my own thoughts and doesn't necessarily have anything to do with the opinions of IBM.
With all of the original programming that Loki is currently doing (openAL, SMPEG, etc...) the gaming community should really take off, now that we have XFree86 4.0 all we really need is full development of the APIs we currently have, and possibly the 2.4 kernel (with USB support and the like). We already have one of the biggest game names (quake I, II, III) ported. I'm looking forward to Alpha Centauri (highest ever rated game in PCGamer). We really, really, really, really, need to get diablo II ported. After that it's just a matter of time.
~Jester
"I have great faith in fools: Self confidence my friends call it." ~Edgar Allan Poe
kmj
The only reason I keep my ms-dos partition is so I can mount it like the b*tch it is.
kmj
The only reason I keep my ms-dos partition is so I can mount it like the b*tch it is.
However, in Linux, you have to call a function before you create the thread telling the kernel that you're going to use that register. That's fine for threads that start from compiled code, but there are problems with threads that start from JNI.
Basically, you can't use the FS register once the thread has already started, which is the main problem.
Note that I have very little idea of what I'm talking about. This is almost verbatim from my friend at IBM who's working on their Java compiler.
An image they're trying to change, though to what degree tends to vary depending on who you ask...
The cool thing is that since Mac OS is based on BSD, and since BSD can generally run Linux apps with a mild amount of tweaking, companies like Loki could see a big jump in their market share by porting to BSD/Mac OS X, with little effort. Theoretically.
I use Macs for work, Linux for education, and Windows for cardplaying.
So sure, give me Metric tools to work on my Ford (not that I'd ever get near one) or any other car; I'm sure it'll work just fine. Methinks a different analogy is needed.
thanks for the info. I wonder why they didn't expire.
Hates people who have stupid little sigs
Seriously, what it does is speed the process of linking (ie. putting compiled object files together to form an executable program) by storing information about the process in some temporary files. Then, when the program is relinked, it is a lot quicker because a lot of information can be read from these files, when it would otherwise need to be recreated each time.
Borland C++ and Delphi (on Windows) have incremental linkers; they also create gigantic temporary files, but there you go.
--
Now I wish I hadn't bought the Win32 versions of Alpha Centauri and SimCity 3000, since now I want the linux versions. I guess I'll have to buy those too. :)
Damn fine interview, though. Damn fine man, and a damn fine company.
the real big question. Will I get a -1 for this post?
C.
I sometimes write stuff
(besides the beautiful box!) is that it comes with a copy of SuSE 6.3. It's an "evaluation" version, but fully functional. Doesn't come with support or all the software / docs that the packaged SuSE does.
... well, there aren't many games, so not many people want to install linux, so not many companies make games, so there aren't many games (repeat). Scott gets into this in the interview. She seemed exciting about Heavy Armor, though.
... graphic alien decapitations would not be my choice for 7 or 8 year olds.
... how about a new LokiLearn division?! :)
;)
I bought it yesterday at the local mall's Electronics Botique. The saleswoman said that they don't sell a lot of Linux games, and when asked Why gave the usual (and undertandable) response that
Loki deserves great success for taking the huge risk of porting the games -- 16 this year?! Woo-hoo! But the Linux games market is really wide, wide open.
I want to see:
- a good submarine game, with bot subs to play against as well as networkable. I like submarine games because they can approach the reality of being in one (not having served in the sub corps myself, so that's mostly my imagination)
- more kids software
- more learning software, which arguably falls into the games category (at least the best learning software does)
- More and better driving games. Sounds like at least one is in the works, at least. I want to be able to plug in info from AAA and "test drive" routes to new places. Helpful at the rate I get lost. Again, this is one of the ways in which "games" can be extended into the "real world" in case anyone thinks games aren't part of real life anyhow.
- More abstract / dreamlike games of the MYST variety. MYST actually bugs me, never got into it -- but visually stunning, and doesn't bug me for the reason that many games do, which is the mental disconnect between the actions on screen and the controls. In MYST, of *course* it's disconnected. You pay extra for the confusion
Thanks for the answers, Scott - great read!
just thoughts,
timothy
jrnl: http://tinyurl.com/c2l8yr / foes: http://tinyurl.com/ckjno5
Buying a game you don't actually like, to help drive the market, might *seem* like a good idea: but won't it skew the marketeers' stats? I mean, I'm no fan of First Person Shooters: if I buy Quake III for Linux, won't that encourage the suits to port U.T. but not bother with (say) Puzzle Bobble?
--
The one thing I don't understand is why a company would care how many units Loki sells. I know they can't really talk about the details of their deals, but it seems to me like if Loki sells even one copy the original author wins. ;-) Diablo II to Linux and sells one box. Blizzard makes $5.00 or whatever off of this. Loki is out $100K or whatever it costs them to port it which sucks for them but it doesn't hurt Blizzard at all.
;-).
Say Loki ported (just an example, I'm sure no one really cares about this
The only real issue I see with this is the question of trusting Loki with their source code, but I think they've proven their reliability. I mean given how little Loki talks about their business issues I think the NSA is thinking of using their servers as a backup for their critical data
So seriously what am I missing here? Given that the original authors have already paid their development costs, assuming that they at least broke even on the game wouldn't every dollar they make from Loki be pure profit? How does it cost them anything?
By the way I am a happy Heroes of Might and Magic III owner. Thanks Loki.
---CONFLICT!!---
Wait..what guy from microsoft was he talking about?
I wonder if the similarities would be so great that they'd be able to sell a single box that says "Enclosed is Loki's [GAME X] for Linux, BSD and Macintosh OS X." and enclose system-specific tweaks on the install CD so they can be selected at startup.
Meanwhile, someone buying the Windows version of any of the ported games gets to read "Requires Win9X or 2000. Does not support Windows NT
Is that a pipe dream?
timothy
jrnl: http://tinyurl.com/c2l8yr / foes: http://tinyurl.com/ckjno5
I've had it with nvidia:
What a bunch of crap. I kept telling myself "Nvidia will do the right thing. They are atleast making motions". Too late now. I'm going to take his advice and let my money do the talking. I have a TNT, and I think I'm upgrading to a voodoo 3, and telling Nvidia why. Probably won't do much good, but atleast I'll feel better (_and_ have better gaming experience).
It's hard to tell what companies to support this way though. Maybe I should buy a G400? They've certainly released info on their card and are playing nice. We need some sort of better info! It would be nice if there could be some sort of more or less official "Playing nice with Linux" approval points or something. Go check their points and buy their stuff. What would be even better, is to somehow let them know that you purchased the whatever because of it. Can you imagine all sorts of companies pandering to get Linux points? Makes me laugh. Probably won't happen. I'll just go buy a voodoo 3 I guess.
If I had no sense of humor, I would long ago have committed suicide. -Ghandi
I understand that Scott doesn't want to talk about exact sales figures and such, but have this strong suspcion that they're very low. His avoidance of this issue only makes this more apparent. I'll say up front and repeat myself later that this isn't a bad thing, but it puts the Linux game market into a better perspective.
Most games for Windows sell a whole lot fewer copies than most people realize. Yes, Unreal and Quake 3 and Who Wants to be a Millionaire do very well, but even games that seem to be high profile--by getting endless mentions at Blue's News for example--often have numbers that may be shockingly low if you're not expecting it. Selling less than 30,000 copies of something with a lot of press isn't at all uncommon. Heck, if something sells more than 50,000 then it's doing incredibly well. So let's consider something that gets good reviews and lots of press and sells 30,000 copies. This is with ads in all the PC magazines and lots of web presence. How many copies do you think are going to be sold for Linux? Yes, there are many people using Linux, but remember that a good portion of them are either of the "software should be free" school or else they're literally in school and would rather get free stuff than pay $50 for a boxed game. Even aside, I think that if an average Loki title sells a thousand copies than that would be surprisingly good. Loki small; that will keep them in business; but the Linux game market may not bursting at the seams in the way that many people think it is.
Small nitpick. I bought Q3A for Linux about 2 months ago, and I haven't gotten multiplayer to work yet. It tells me that my CD Key is wrong. There was no card to send in to register the software to get the key, nor do I know of a web page to use to register the program. I'm confused as to whether or not Q3A includes a license to play multiplayer out of the box. Is the multiplayer key an extra cost option? If it is, then I can't figure-out where to buy it. Loki has been ZERO help, and ID pointed me back to Loki because its the Linux version of the game. I've asked Loki for another copy of the registration card to mail in, and got nowhere with that. I guess I'm just out the $50...
I just want to know where my Q3A box and manuals are... ordered Dec. 5th... that was more than 3 months ago... CD arrived in 3 weeks or a month, but still no box and manuals! I don't know if I'll be buying from them again.
~CP
So I was wondering if anyone else gets turned on by the idea of an X-Box style system running embedded Linux, and running games ported by Loki, or more specifically, designed for the LinuX-Box to begin with. Wouldn't that be lovely? A console based on embedded Linux. Not terribly far out either really.
Cryptic Allusion - New Mac and Dreamcast Games!
Screw nVidia. Hey everyone, buy 3DFX, Matrox, or ATI. They support Linux more. Boycotts work, look at the tuna industry. When nVidia sees that 10% of what should have been their sales goes to their competitors who support GNU/Linux better, they'll be kicking themselves.
Oops! The correct URL to the white paper is: .com/software/ad/vacpp/library/version4/paper.html
http://www-4.ibm
- Rick
It's always the games. Do you think that XFree4.0 would have come as soon as it has without the push from the gaming market? Do you think that we would have Mesa as stable and accepted as it is? Gaming pushes the graphics industry harder than any other force.
But, it doesn't stop there. We'll be pushing for creative new networking libraries to support the kind of client-side massively multi-user gaming that will become popular. There will be a need for creative new ways to deal with sound, memory management, desktop integration and roaming sessions. All of this will be driven by other factors too, but gaming will be the only one pushing EVERYTHING.
I just can't wait, which is why I'll be doing my little bit....
they're still in use. It started as a april
fool's joke, simply the renaming of the cookies
to something that would play on the paranoia
about cookies. What is actually stored in those
is basic user bookkeeping info, which you may
or may not like, depending on whether you like
cookies to begin with. I think it's mostly
harmless session management stuff (login/logout)
but I don't really know. Of course, the slash
source is available, so you can check for yourself
what they actually do.
You can still create 'great technology' like very large scale integration and still space the pins 1/10 of an inch. You might even say that using a more complex system based on the mystical 360 forces you to think more, whereas a simple-minded 'power-of-10' system leads to a flabby, lazy intellect :)) For a short time during the French Rev. they even had a system of TIME based on 10! So why DON'T we have, like 100 seconds/minute, 100 minutes/hour, and maybe 20 hours/day? Then our technology would be even better.
I'd say a lot of US citizens are quite famalier w/ metric, it's taught in schools, all my auto tools are metric (for a VW and a Chevy "Suzuki" Sprint) and having a electrical engr. degree all college work in physics, etc is done in MKS. Also look at the National Institute of Standards and Technology fee schedule and see lots of referances to mm. But yes, roads are still measured in miles, oil in quarts, milk in gallons. It's slowly changing that direction, but what do you expect from a country with 97 year old senators?
try { do() || do_not(); } catch (JediException err) { yoda(err); }
ajs wrote: "... but gaming will be the only one pushing EVERYTHING."
...
I have three words for you:
1) Porn
2) pornography
3) pr0n
ok, I'd better post this anonymously
The 3500 rocks. I've been using it for awhile now. Still trying to get Quake III working though - having probs finding the right drivers etc. Mostly because since I'm new to linux (only using it for about 14 months) I really have no idea where to find them. I'm major itching to play it though. Does the off-the-shelf version of Quake III have all the drivers etc that I would need? If so then I'd go buy it but I wanted to make sure it'll run on my system before buying. Could you email me if you know? And if you get the voodoo working with it? I really want to buy it but only if it'll work without me having to buy anything new.
Your claim: Linux pthreads are not implemented correctly.
Your examples: None.
Your proof: None.
Until you fill in the blanks, I have no reason to believe you. In fact, I have reason to believe you are a troll.
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One of the things I like to see is games getting ported to linux. I can also see them running far faster then anything windows can ever put out.
On SMP systems games will just scream. At least that is how it works on my own computer for other software.
I wonder how that is working for other people? Is the future of computing not faster chips... but more of them? I have a dual system and most of my friends at least talk about setting up a multi-prossesor system.
Maybe it is a Question that I should have asked at the time.
They aren't any downloads to convert the Win32 version of Quake 3 to a Linux verions (as there was with Q2) so that they can gauge the popularity of Linux as a platform. Well, it seems that the point releases get around this problem (all these service packs - Q3 has more bugs than Win NT ;)).
Talking to a friend last night who owns the Win32 version of Q3. It seems that he downloaded the Linux point release for Q3 and installed it over his Windows Q3 installation. Hey presto! Now he plays Q3 under Linux with [alleged] performance almost as good as under NT (Voodoo 3000).
To me Mac is about lack of options and configurability. Where as Linux is about lots and lots of options, and infinite configurability. So why is it that people who liked Apple like Linux at all, I mean you have to read alot to learn Linux. Mac is like the polar opposite of Linux, and I for one can't stand the system. Is it just because they are fringe operating systems?
I do like not polluting my process id space with threads.
I have seen memory leaks with versions of Linux pthreads:
- main is pthread_create() and pthread_join() in a tight loop
- function calls pthread_exit()
I don't know if this is still is a problem.- Doesn't it reveal something about the nature of programming when the president of a company says"I'd like to point out that, without the source code to all of the software listed above, we would *not* have been able to..."Insert here: COMPLETE A MAJOR PROJECT " which in Loki's case was "port Heavy Gear II." I've lost count of the number of over-budget, problem ridden, ought-a-go-down-in-flames software projects I've seen that were failing because of closed-source pieces in the project. Read my lips: Open Source is the most important technical reason to use Linux!!
- children's software is a good fit for Open Source efforts. Unlike games, the principal content for education (e.g. math, reading) doesn't change all the time. Commercial titles will add nice graphics, licensed characters and the like, but the skills training will be the same.
- "We ported the Direct3D rendering to OpenGL. We ported the inline assembly. We created a standard way to play 3D positional sound, OpenAL. We added joystick, gamepad and mouse wheel support. We hacked gcc, gdb, glibc, Mesa and Glide."
So if you here anything from out here in web dev/dba land, it's the sound of my outa-the-seat, on-the-feet applause.Bingo. What's to stop someone from developing an essentially Open Source educational system, if someone released a good coding engine that could handle anything from Sesame Street math to complex real time simulations?
Thank you, thank you, thank you, and thank you. Even though I don't have the time to play games lately. Because I have a cousin with Cerebral Palsy, friends crippled by Polio. Friends with vision impaired kids that need advanced audio tech -- all things that will benefit from your open source efforts.
...Open Source isn't the only answer -- but it's almost always a better value than the alternatives...
"Unfortunately", some of us already own windows versions of some of these games. In some cases, it is possible to use the data files from these along with a linux demo or point release (Quake III Arena for example) to play the game under Linux. In other cases, I doubt this is possible.
Half of me would really like to see freely downloadable game engines missing the binary data for Linux so we don't have to buy the same game twice. Unfortunately, this wouldn't help Loki (and Linux gaming in general) one bit, as they wouldn't see any revenues from those copies of the game.
Basically all solutions I can think of are flawed. Bundle both Linux and Windows versions together? No publisher would go for that, and besides release dates aren't the same for most ports to the two OS's, so that can't work. Making a freely-distributable windows engine that uses the Linux binaries wouldn't go over too well with the original publishers of the game either...
So what to do? Maybe we just need to wait a while until world domination is (fully) achieved, and then we'll *only* be buying Linux ports of our favourite games!
It's only software!
I'd like to get an incremental linker one of these days. I'd also like to see better assembly tools, better debugging tools, better C++ support, better code optimization, better compatibility across the various..
:) I tried to talk some Cygnus people into adding incremental support, but I don't think anyone fully understands GCC anymore and such a major change would be a big undertaking - because GDB is involved. I suggest the problem could be solved if GDB would load debug information from .o files and just have GCC not link debug info.
Hi Scott, I ran into you a while back at a conference.
As a Linux game developer (crack.com - Abuse, Golgotha) I can whole heartily agree on the linking problem. The problem is not so much being incremental, but where the debug information is stored. Under Visual C++, the debug information is stored in a separate file and can updated incrementally. Under GCC all debug information is store in the executable and it's written out each link. A large game will produce a 30-50MB EXE with all the debug information compiled in. Even on a fast computer, this can take minutes to link, versus a few seconds on VC. This makes a big difference in development because you tend to forget what you were doing after a few seconds.
Some partial solutions we found:
- Don't include header files unless you need to. Predeclare everything that you only use pointers to. GCC produces debugging information for all inline functions (even constructors you didn't declare), and classes that get included whether or not you use them. If you are porting someone else's game, this is hard to do.
- Use Dynamically linkable libraries for code you are experimenting for. This is troublesome because it's not always easy to make everything modular and create an interface between the game and the DLL.
- Buy a commercial compiler. There are 1 or two that I came across that support incremental linking. At the time they were pretty expensive so I didn't pursue this option.
- Avoid templates when they don't add much value. Templates don't allow you to predeclare anything and produce a lot more debugging information.
... Now as to better C++ support, I don't know what you are referring to. GCC is very standards strict and has excellent support for templates, exceptions, and RTTI. I don't use namespaces, to I can't comment on that but I believe it's in there.
-- Virtual Windows Project
Ever since I bought Railroad Tycoon 2, man, I haven't caught up on Freshmeat or Slashdot, my housework is suffering, trash is piling up...
Seriously, though, it's a great game.
It's just so addictive.
*contemplates leaving work early for more RT2*
--Ben "Start another company!" August
--Ben
In that there are shelves full of games of Windows in CompUSA and similar, and in Walmart and target there are display cases for all the major console games in addition to a few boxed software packages.
The store I bought Q-Arena has about 2 feet of shelf for linux stuff, most of which was the OS itself, and just a few games.
Just the same, I bet Loki would *have* to sell far more than 1000 copies just to break even. 1000*$50 = less than the take-home salary of one programmer. Add in rent and utilities, computer, Social "Security" extortion, insurance, etc etc, and 50,000 doesn't seem like it would be anything near enough.
timothy
jrnl: http://tinyurl.com/c2l8yr / foes: http://tinyurl.com/ckjno5
The games we have as pre-release are all definitely on the way
Tux Games. Your complete source for native Linux games.
The games we have as pre-release are all definitely on the way
Tux Games. Your complete source for native Linux games.
Because with a Mac there are _very few_ other choices in software out there, espically for OS.
BeOS is about the only other thing, and you used to have to pay for it. LinuxPPC could be installed for free and played with.
I know the reason I switched into looking at Linux from MacOS was:
I wanted it for compatable operating environment with the SPARc workstations we used for our engineering projects in college. For what I did I could at least have many term open in X than by opening multiple copies of NCSA Telnet, and have a much more compatable term.
I wanted to learn more about UNIX in general, and it offered me the best learning method for the least money.
MacX is a resource hog. Rather just run X natively when running X apps off of the server.
Linux has many more small cool programs than MacOS, it supports VM much better, and it does background processing many, many times better.
SheepShaver promised me that when finished I could go back to MacOS if i left it's partitions intact (or, now, MoL).
Virtual Windows rock
- Sig
I bought a G3 last year mostly for the hardware. The chip itself is very fast (espessially for a 300 Mhz chip) and runs very cool (i.e. there is not a loud fan all night, which is something my roommate wouldn't put up with). The case is a dream to work with (though that does not apply to iMacs or iBooks, I still don't really understand why anyone would want one of those...). I also really like the ATI RAGE 128... its a good card, even if it is not well supported under Linux. I also grew up with the MacOS (my second computer was a Mac II, MacOS 6.something) and feel a certain loyalty to Macintosh (why, I don't know).
On the other hand, I think you hit the nail on the head when you said that "Mac is about lack of options and configurability." If you have a Mac running the MacOS, you are stuck with the MacOS. There is little that can be done to configure and customize it. This creates a bit of a dilema: good hardware vs. no options. The solution: Linux.
Granted, there are not that many people who buy Macs for power. Most people get Macs to write papers and surf the 'net. In that capacity, the MacOS is stably, intuative and user friendly.
The only real problem that I see with a Mac running LinuxPPC is that all of the hardware is proprietory. That means that we don't have a lot of neat stuff (like, say, video acceleration under X) and that even when things are ported to Linux, we're left out.
And now that I have gotten completly off-topic, let me say that I agree with most of what you say. I don't like the MacOS very much anymore (I used to like it, and I still think it is infinitly better than Windoze) -- it lacks options -- but I do like the hardware very much and can run Linux, so I am happy.
I hope that this does something to answer your question.
Rhapsody in Numbers
Newbie question: I get the impression that most games write their own protocols on top of TCP/IP for performance reasons. If that's the case, can you get Linux ports of Windows games to talk to their Win counterparts? If not, how wacky a proposition is it?
I really like this interview. Scott really seems to be a great guy from what I see here. Hopefully with the newer, better OpenGL support out there things will really start to pick up for Linux gaming... and then I can FINALLY stop running Windows!!! Of course in the long run I would much rather just see more games that run in Solaris :)
People are out the laughing at your pitiful excuse for html!!!!
While I completely agree with you that a Mac running MacOS severely limits your options, it is an excellent product. Personal preferences aside, the MacOS is very elegant, easy to navigate and there still is nothing to touch it when it comes to desktop publishing.
Linux was obviously created with a focus on doing the 'nuts and bolts' type stuff as correctly as possible: multi-tasking, memory-protection, etc. Usability has come later, with mixed results IMO. I use and really like KDE 1.1.2, but occasionally it locks up on me. I have no troubles hitting Ctrl-Alt-F1, logging in as root and restarting X, but the casual user might find this daunting.
Windows OTOH, while being nearly as easy overall as MacOS (and, of course, by far the most widely-used OS, I hesitate to say 'most popular' :) wasn't created with the focus of being excellent, but rather being good enough to maintain its monopoly and overwhelmingly dominant market share.
There's also something to be said for the 'rebel' attitude. When it looked, a couple of years ago, like Apple really might go under, some Mac-users probably looked into Linux, since they'd rather never use a computer again than use Windows. :)
Meine zwei kleine pfennige
Do the desiginers pay you to do the port and then sell it themselves (paid by the hour like), or do swing some license deal where you license for the entire linux market (and assume all the risk), or on a per copy setup, or what?
Agreed 100%!
It was great to finally see someone from a fairly closed-source commercial company (even from a guy who in other companies would have pointy hair) state that OSS is not about price, it's about the O and the S before the S.
I work for a company developing closed-source commercial software, for Linux, BSD, NT, and whatever else people want. I (we actually) work on Linux and BSD, *then* port to NT. Why ? Development is _so_ much easier when you have the sources for your platform and tools handy.
Besides, having filed bug reports for both GCC and MS VC++, I can also say that in my experience the community support is not just superior, it's a whole other dimension of willing and useful support.
It's not just the open source alone that matters, it's also the fantastic people behind it. It doesn't matter what you pay for Linux systems (or BSD for that matter), no kind of money could ever buy me this kind of support on a closed source platform. The fact that I don't pay much for Linux is just a nice side effect.
I get *sick* of papers always referring to OSS as ``gratis software'', not Free, not Open. Even though in denmark we have different words for gratis and Free. But hey, they're the people who refer to RMS as a criminal because they've heard he's a hacker...
In response to the various posts here on particular orders....
* If you purchased the shrink-wrapped copy of Quake 3 Arena for Linux, you can find your CD key on a sticker on the back of the manual.
* If you are having trouble with your CD key, please contact our support team for a list of things to check.
* You can find Loki contact information in the html manual and in the print manual. We first respond to support inquiries entered in our online bug tracking system (fenris.lokigames.com) and emailed to our support group at support@lokigames.com.
* We do not supply registration cards with the products. Rather, you can register online. Go to www.lokigames.com/products and follow the links for your particular product.
* If you placed a domestic Fast-Track order for Q3A, you should have received the rest of your packaging by now. If you haven't, please contact our sales/shipping team at sales@lokigames.com.
* If you placed an international Fast-Track order, you should expect to receive the rest of your packaging any day now. We negotiated a contract with FedEx so we can deliver goods to you faster and more efficiently (e.g. with tracking).
Please email me directly at sigyn@lokigames.com if you have any other questions or concerns.
Sincerely,
Kayt Sorhaindo
Loki Entertainment Software
This is something I didn't understand about that whole IRIX/thread flamefest: pthreads (POSIX threads) provide for (and the LinuxThreads implementation supplies) pthread_getspecific--which gets/sets thread specific data. So....what's the big fuss?
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I didn't memorize the discussion, so I could be way off here, but I don't think the stink was over having thread specific *data* but having a thread specific "context". So they'd be floating somewhere between threads and processes....?
I s'pose I could go check the archives (or Kernel Traffic, which is where I read it the first time), but I'm too lazy.
BTW, I haven't been able to resubscribe to l-k since I moved. Do you know anything about that?
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This is from the Loki website:
:-)
> Where is the CD key?
>The first 3,000 Quake III tin boxes have the CD Key on a sticker on the last page of the manual.
>All other Quake III tin boxes have the CD Key on a sticker on the back of the CD jewel case.
If that doesn't help, personally I'd suggest you call Loki (301-856-7629) in person and don't let go until they can resolve this issue.
I mean, jeez... you paid for the game and you have a right to expect it to work! If they don't give you an answer, then get your money back. I guess I just don't understand how you could "resign" yourself to losing $50, just like that. I'd be screaming bloody murder at this point.
Well... not quite... but I wouldn't want to be the person answering my call...
It's a fine line between trolling and karma-whoring... and I think you just crossed it.
--
- Sean
It's a fine line between trolling and karma-whoring... and I think I just crossed it.
- Sean
Q: Do you plan any Loki original titles or will you just continue to port other peoples' games?
Scott: I'd much rather port 20 great titles than try my hand at 1 original title. Most original games don't do very well. If everyone could be assured of doing something as perfect as StarCraft then that would be a different story. But I think we have a better shot at porting something like StarCraft than writing it ourselves.
Well, you'd think that if one had all that experience with and access to all those leading games' source code then one would get many killer ideas and the know-how to make a kick-ass game.
I think the more truthful answer would be that development of original titles would seriously jeopardize their current business plan. Think about it. If Loki started developing their own games, they would then be in competition with the companies they currently work with. What company is going to release their source to their competition?
Anyways, Loki deserves a thumbs-up for what they do.
~J
Go here and you shall find the answers you seek.
Try to hack my 31337 firewall!
Maybe its just me BS, but I would wet myself if ports were made of major Windoze RPGs (meaning anything by Bioware). I would then put on rubber pants and immediately buy the game in question. Seriously though, there are enough geeks in the Linux community who's RPG habits cannot be supported presently. My coworker to a client: "I'm not Al Gore. I didn't build the internet."
I did just the opposite: I bought Q3 for Linux, but because the GeForce drivers in Linux are currently unplayable, the only way for me to play is to download the Win32 point release and find a crack that removes the CD-check from the executable. (As the Win32 binary won't recognize the Linux Q3A CD as valid, despite the fact that this was supposed to be addressed in the point release.)
So any of you Linux folks that want Q3A, but can't get hardware acceleration working properly in Linux, just use the method mentioned above. You can still play your games, and support the OS you love.
There are a few reasons why the Solaris model is better in theory, but one really stands out.
:-)
Specifically, the fact that you can map N threads to N processes does help. Rather than mapping 1 thread to 1 process, as Linux currently does, mapping say 5 threads to 1 process can be very helpful. When you intend to have a large amount of threads, very common on a server (a threaded web server for example, perhaps running java servlets) you have the potential to fill the process table quickly. If you can map N threads to each process, you are N times less likely to fill the table, and thus can scale higher.
More simply put, if you're limited to about 65000 threads, and open about 16000 connections with 3 threads each, there's no way to launch another process/thread without killing an existing one. On a machine with 8 processors and 4 GB RAM, you're probably wasting a lot of your processing power simply because of this. More users cannot in theory connect, regardless of your resources. If you can map multiple threads to each process, then the problem is solved (or at least postponed.) More users can connect up to the theoretical limits of the hardware/process table.
It may not be faster in all situations to do this, but it's IMHO the Right Way(tm). If Linux is to truly challenge the high end server OS', this type of functionality will be necessary at some point. Hopefully this is the answer you were looking for, albeit a bit late
Mr. Hankey
GPL: Free as in will
What is his problem with metric tools? I use them all day without problem.
I would argue that this is the imperial system that is obfuscated, not the metric one. Somebody rally must be either stupid or brainwashed to think that it is easier to calculate lengths when:
12 inches...= 1 foot
.3 feet.....= 1 yard
.8 furlongs.= 1 mile
22 yards....= 1 chain
10 chains...= 1 furlong
5280 feet...= 1 mile
1760 yards..= 1 mile
rather than calculing them when:
10 millimeters.= 1 centimeter
...
10 centimeters.= 1 decimeter
10 decimeters..= 1 meter
10 meters......= 1 decameter (rarely used)
10 decameters..= 1 hectometer (rarely used)
10 hectometers.= 1 kilometer
Yeah, I guess multiplying and dividing by 12 3 22 8 is easier than by 10.
"The obvious mathematical breakthrough would be development of an easy way to factor large prime numbers." Bill Gates,