Maxis Developer on Linux Game Porting
friedmud wrote in to tell us about a comment from a Maxis developer, Don Hopkins, who did a partial linux port of "The Sims". You can find his post here (3rd one down, comment from Don Hopkins titled "Reality check from a game developer") in a LinuxGames.com forum. I don't know if I agree with his assertion that Wine is the best way to have games happen on Linux but his comments on the economics of Linux games development and especially the costs of keeping versions concurrent on multiple platforms are insightful.
I never really enjoyed The Sims that much; but I guess getting a game like that to Linux would at least encourage some people that Linux is legitimate (quake 3 != legitimate)
After all, do all the will-not-pay-for-software open source geeks really support (like in paying for) the porting-costs anyway?
The process of porting a game can be much less difficult if the developer chooses a multi-platform library. For games SDL allows this and for other sorts of applications, QT can do the same. The challenge lies not in porting, but rather the developer chosing to work with a propietary single-platform library (DirectX) versus something more portable, and argueably better!
wait for it...
wait for it...
Sim Sim Developers rimshot
The game where the Sims are cognoscent and write the next game they appear in.
Yeah, that's the ticket...
A feeling of having made the same mistake before: Deja Foobar
I think the best current approach involves Java, which can be either natively compiled (gcc 3.0) or run on a VM (JDK 1.4 should be quite good). Check out Arkanae for an early preview. :-)
299,792,458 m/s...not just a good idea, its the law!
Galileo: "The Earth revolves around the Sun!"
Score: -1 100% Flamebait
forget porting and forget emulating/re-implimenting.
game developers need to write to a cross-platform gaming library like sdl. then all the os-specific and hardware-specific enhancements can be developed in the library by people who enjoy those sorts of things and game developers can spend their time developing games. and the users are happy because they can spend time playing games instead of being concerned needing a specific os.
Having multiple target platforms is a serious headache, and Linux just isn't a big enough market. Most linux users are used to getting their software for free anyway, and probably have the technical savvy to score free versions of any software released. While I'm sure that there are plenty of honest people out there, the fact is that there are very few people who are going to pay for linux games.
Also considering the generally degraded performance of games under linux and the continued acceptance of DirectX as the standard for graphics, all make Linux development difficult.
I read recently that id doesn't want to release their next product under linux (historically they have been pretty good about that stuff) because its a support nightmare, and just really doesn't bring in that much revenue.
I think in order to start getting more native Linux games, Linux needs to prove itself as a consumer OS first. Once Linux starts to satisfy peoples needs easily (thats so important) then i think more people will start moving over, and once they do, then the linux games will start rolling in.
... we have SDL. we have OpenGL. I fail to understand the logic that game companies harbor to not write cross-platform games. I've done some development with SDL and it's a really good toolkit. Sure, it needs some more work but everything does. OpenGL is awesome, and it's not controlled by one proprietary source.
Taking some extra time to port to linux and ship it on the same CD as the windows version doesn't seem like a bad idea. His talks about Wine are fine and all, and I can understand that.. but I really dislike his dismissal of whether or not it is native. AFAIK Wine still requires Windows. That is bullshit. I want a game to run on Linux. Linux. Not windows, not wine. Wine is Not an Emulator, Right?
It doesn't seem to take much to build a game using existing cross-platforms toolkits that rival Direct3d. OpenAL seems to be the largest gap to bridge.. but, this is a pointless rant so I'll end it.
Dacels Jewelers can't be trusted.
P.S. Thanks for native build of "The Sims" on Mac OS X and supporting Linux in general.
Strange women lying in ponds distributing swords is no basis for a system of government.
Am I the only one who's getting a little tired of Maxis' "guess my algorithm" game? Sim City was brilliant. Each game that came after it was either trying to cash in on success, or add an extra level of pretentious detail on top of what is essentially an experiment to see how well game players react to behaviour modification.
Porting this game to *nix won't lend any air of legitimacy to company or platform. Get Blizzard onside and I'll be impressed.
Am I the only one who heard Roxette to sing "I'm gonna get blitzed for some sex"?
Off topic?
Ummm the post (3rd one down from the link to the article) is posted by an "Anonymous User". This is very on topic.
I think the subscription is a dumb idea....why put the onus on the user to get the most up to date libs for his system? if TG would sell their wine implementation to a game studio so that it can be included on the cd, then the game studio only needs to make an installer for Linux, the Winx is included so the Linux user just needs to buy the game with the penguine on the box, not worry about how it is being implemented, the installer can look at the system, see the winex libs are all compatable, if not install the ones that are included on the cd, and put an Icon on the desktop. bam a game that runs and the user dioes not have to know how it works.....that is how to make good use of wine, by including it in the installer, not a subscription.
I am the Alpha and the Omega-3
Is it at all possible that you and your crack team are just really really comfy with W2K/NT? That you are able to configure those servers better than you can a *nix box.
As for Apache being demeaned by you as a "volunteer based project written by weekend hackers" I hope you realize that it is Apache that holds the lion's share of the web server market and that IIS has been relegated to the realm of ludicrisly broken.
This
... is only the first of a slew of revolutionary match-making games. Soon, the following titles will appear :
- The Sims Warm Feeling : you have to prepare the ceremony. Choose the right cake, find an affordable ring, discover friends to invite who aren't drinking buddies, select an appropriate church (avoid the ever treacherous Vegas drive-in wedding !) : will your marriage be successful, or will she say no ?
- The Sims Hot Waters : your mistress and you are busted ! dodge flying plates, try to watch the ball game amidst the shrieks : can you manage to stay married, or will you join the legions of single men again ?
- The Sims Cold Feet : you can't take it anymore, your family urges you to take a decision. Work harder to pay attorney fees : can you make enough money to win your divorce ?
"A door is what a dog is perpetually on the wrong side of" - Ogden Nash
sounds to me you don't know anything about linux
I think the other way around.
Lots of The Sims fans are completely ignore Linux (or don't know how good it is (example: my sister and her buddies) so i think the sims might lure them away from Windows.
"Trying is the first step towards failure" - Homer J Simpson.
I'm not quite sure qwhy everyone is so insistant on games for Linux. So far, the prime excellance of Linux is as a network server OS. Now if game developers want to spend time on Linux ports, good for them, but I don't think it warrants a political movement. I think people some times discount Linux as an OS, because they see it trying to be all things to all people, and the first one a consumer would lay hands on (games or desktop productivity), it doesn't do that great.
What we really need is an open source OS written to be the perfect game platform, putting development ease, hardware support, and performance above all else. Imagin getting a game on a self-booting CD/DVD, that boots you into the a fast, BSOD-free environment. Code it to use Windows hardware drivers and various filesystems for installs, and you'd have something worth developing for.
In my opinion, there is no future for linux gaming if wine is the only way to go..
The problem is: at the moment, the best gaming API
is Microsoft DirectX, like it or not, and
the likelyhood of DirectX becoming a cross-platform API is zilch.
So obviously, Wine is needed at the moment, partly as a windows-simulator,
but also as an implementation of DirectX on linux.
In the long run, however, It's unhealthy to be dependent on an API dictated by microsoft.
We need a new, open, alternative.
Perhaps SDL 2.0 or OpenGL 2.0 is the answer needed?
Linux needs a killer DirectX-killer-API, much in the same way DirectX was the
MSDOS-killer that moved games development to windows.
However, if wine is the future of linux gaming,
we are (indirectly) giving that future to Microsoft.
I've never tried to use WINE (I game in windoze for now), but from what I read in that article yesterday they're making some really good progress. If they manage to get WINE running as well as or better than the real windows API, that could do a lot for the community all by itself. "Linux runs windows apps better than windows" sounds almost as good as "Linux has a lot of apps."
If WINE keeps progressing, it could be the shot in the arm that saves Linux gaming. It may not do anything for the Linux gaming industry, but everyone knew that trying to make money in it was risky.
http://slashdot.org/comments.pl?sid=23108&cid=2491 410
Jack Valenti and the MPAA are to technology as the Boston strangler is to the woman home alone
The issue of keeping the network protocol consistent on multiple platforms is BS. That being said there are still lots of issues.
The truth of the matter is that no matter how rich your protocol, you still have only a small portion of your code, on both the client and the server, dedicated to the protocol. It is entirely possible to have this part of the code isolated from the rest of the code, and for it to be completely platform independant. It's also possible to allow for updates to the protocol code independant of the rest of the code.
Most well implemented protocols have built in support for handling multiple versions of the protocol simultaneously (typically implemented through some form of extension mechanism or flat out versioning). I've worked on projects using extremely complex binary protocols which make games like Sims Online seem pathetic. It can be done.
The real reality is that most game houses have not yet developed this expertise, nor are they likely to in the near future. Furthermore, even if they DID develop this expertise, heck even if it cost them ZERO $'s to develop on an additional platform, it still doesn't make economic sense. Why? Because no matter how hard you try, each new platform dramatically adds to the support costs for the product. You now have to support a whole new set of OS bugs, train your tech support people on how to support a new platform, etc.
As everyone in the open source world knows, support costs are the real costs of software development. Until your userbase grows large enough outweigh the support costs, well, you won't get a lot of commercial software. So be it.
sigs are a waste of space
I met Scott Draeker at the Game Developers conference on March 7 2000, about a month after The Sims shipped on Feb 4. I suggested that Loki port The Sims to Linux, because I was optimistic that it was going to be a popular game. He didn't seem to think so, and brushed me off, with a "go away kid, you're bothering me" attitude.
Just goes to show what a stellar business-man Scott Draeker is. Maybe that's why Loki's business is in the shitter and all of the good programmers jumped shipped months ago. If I were the Transgaming folks, I'd be happy that Scott Draeker was poo-pooing my idea as he has shown time and time again that he has no idea what he is talking about and in fact is often doing the exact opposite of what the right thing is.
Those are a lot of valid points. Sales for Linux have been abysmal, and porting to Linux just doesn't make sense at this time.
So let me get this straight. The highest modded post from yesterday's story is copied to another forum, and it makes today's news?
I think the problem here is between games being developed with the ideal situation in mind and the practical most efficient situation.
The most efficient way to develope a game to run on multiple platforms is to be able to use a single feature-full API that will run on any platform. Currently, the only fully featured game API is DirectX. SDL with OpenAL/GL and other such combinations have many features and work well, but they still can't compare with the feature set of DirectX. It is most efficient to use the DirectX API and develope an application for one platform, Windows, and have it run verbatim on the other platforms such as Linux using Wine.
Above is the most efficient and practical method for a game company to use, but the ideal method is completly different. The ideal method would be to develope a cross-platform gaming library which contains all features a game developer would need. Currently SDL with OpenGL and OpenAL is available for use, but this combination is still lacking some features. So I see two roads that can be taken. The cross-platform gaming library can be extended to included the needed features and a standard can be decided on which all game companies will use. Or SDL with OpenGL and OpenAL can be used as a base and all other features can be coded into the given application. Either way would result in a native application. In the end the ideal method will also turn out to be the most efficient and practical, but in the current time frame it isn't. The choice is up to the game company to decide which time frame they want to work with. Large companies can go for the extended time frame and work towards the ideal situation, but smaller companies as is the situation for most, will have to go with the smaller timeframe and use Wine.
I hope the someday the ideal road will be acheived and everything will be native to all OSes. But until then, Wine will suit me just fine.
Its a great Idea, I'm subcribed, and voting on the development process is GREAT!!!
If you use Linux, please help development of Autopac
As an avid gamer and coder, I'd have to say that linux really isn't going to catch the gaming market in the forseeable future. Call me a pessimist if you like, but that's the way I see it. Gaming may be a large market, but right now, the market is firmly entrenched on a Microsoft codebase. As the guy from Maxis pointed out, it's not that the tools aren't there, or that they're not professional quality...
Porting games really isn't a solution, as Loki found out... any gamer that's serious about playing isn't going to wait for the linux port to maybe make the rounds, if someone decides to pick it up... so they basically exist to serve two VERY niche markets... the "I won't run anything unless it's on linux" and the "I'd rather run it on linux" groups. Concurrent development for multiple architectures is indeed expensive and carries with it a lot of overhead, EVEN if it's planned from day one! While this may have benefits in the long term, as with the Sims linux code being used as a base for the Sims Online project, I believe that this is still the exception rather than the rule.
So, you a cry, a killer app is perhaps warranted? Difficulties abound in this scenario as well... any game that becomes immensely successful automatically spawns imitation... play-alikes would be appearing on the Windows platform in VERY short order, capitalizing on a much greater market that has been overlooked, purposefully OR unintentinoally, by the original creators.
Realistically, there's only one thing that will make Linux a commercially viable platform for which companies can develop games: Linus' plan for world domination(tm). The game companies will go where the money is, that is the simple truth... if the gamers come to Linux, the games will follow. Loki's "testing of the waters" showed that there isn't the demand yet to justify a supply.
As for the discussion on how to get people to Linux... well, that's a whole different can of worms, and one that I won't open in this thread. I should probably (knowing /.) add the caveat that when I'm talking about games, I'm talking about modern, commercial-quality games, with Hollywoodian budgets and all the bells and whistles.
Just my two cents...
- Dave
Anyone remember when Windows 95 came out originally? It had no games, or at least the ones it did have sucked big time. Everyone moaned that Windows gaming would never take off because dos games were faster, and more dedicated.
And now everyone uses Windows.
Why?
Because it was still possible to play at least some dos games under Windows (because it was built on dos), and with for a bit of hassle, Windows would close, your game would run, you finish your game and windows would reboot.
Yeah, it wasn't neat, but it let people move to Windows 95 and still play their dos games. Once the user base was large enough, native games became available.
My point is, the argument against Wine is exactly the same.What I want to be able to tell people is
"Yeah, you CAN play all your existing Windows games under Linux! Try it and see! It's SOOOOO much better than Windows!!!".
Y'see, if we could get people using Linux more, the user base grows. Then it becomes more feasible to make native Linux games. Then the user base grows some more... See what I'm getting at?
If wine can play all windows games, we can get all those game loving people who won't try Linux because it hasn't got any games to try it and love it too.
Of course, if and when Linux becomes mainstream enough that it's not only used by nerds like us, it will be advantageous for game creators to make sure their games are able to run on Linux, with or without an emulator.
You know what would be really k00l tho... transparent emulation of Windows software on Linux. That way you wouldn't have to fire up an emulator every time you wanna play Stellar Frontier.
Don't feed the Trolls
Spencer Ogden
Think of it as evolution in action, to quote somebody whose name doesn't deserve mentioning.
What's he got against Niven?
__
Do ya feel happy-go-lucky, punk?
From the original article: Real People in the Real World don't care about religious issues like if it's running under Wine or if it's a native port.
Linux users don't care about religious issues? No shit. If I didn't care about religious issues, I would be running Windows XP now, not Linux. Dumbass...
God, I'd be grateful for linux native games. I have 2 systems right now - a linux box for serious work, and a MS box that I use only for gaming. I have the usual objections to Windows, but mostly I resent the forced march upgrade. I don't like WindowsMe, but it runs Diablo just fine, and I'm willing to put up with a certain amount of extra BS.
What I'm not willing to do is shuck out a pile of cash for Windows XP. Or a pile of cash for any other Windows system. Unfortunately, I know damned well that I'm likely to see a whole rash of new, cool games that won't run on Me or 98, and that I'm going to be forced to buy another expensive, bloated, crappy operating system.
And blow WINE. I actually went out and bought Corel Office for Linux, partly because I needed a suite and partly to provide support for linux development. It's a piece of junk, and I'm assured that it's not the office suite itself, it's the damned EMU that underlies it. If WordPerfect won't run right, why on earth would I expect Unreal or Half-Life to behave?
Apache is what most of the lil' web servers run.
It's not what the bulk of the big revenue producing servers run.
Hell, it's not even what the bulk of the productivy serving web servers run.
It's just what's free so it's what every yahoo with a static IP puts up when he really doesn't have a business use, but what the heck....
Let's get real here. It's a Patchy Web Server.
Because it is insightful.
nosig today
Everyone knows that Bioware is doing a native linux version(and they were talking about the possiblity BeOS port as well) of Neverwinter Nights, but has anyone actually asked their motivation for it?
I'd certainly like to know. Is it that they see a potential in linux gaming, or are they doing it out of good will? I'm unsure but it looks like they've snubbed directx and direct3d completely in favor of OpenGL.
(before anyone asks "when is it coming out?" go here)
Got Freedom?
Thinking?
Why stop at netcode?
"It is entirely possible to have this part of the code isolated from the rest of the code, and for it to be completely platform independant."
This applies nicely to other stuff too.
Have you seen the Unreal engine, responsible for Unreal, UT, Rune, Deus Ex and others? Video, audio, input, physics, etc. are implemented in C++ for speed. The game code ("when the player touches a gun lying on the ground, add it to their inventory" and so on) is written in UnrealScript, a compiled-to-bytecode language vaguely similar to Java. In the case of UT, you'd probably be surprised how much is done in Unrealscript (you could quite conceivably make a whole new game without changing the C++ bits, although you'd be stuck with a slightly older graphics engine that way).
I believe Quake 3 uses a similar system (mostly so that auto-downloaded mods can't carry viruses because they run in a Java-applet-like "sandbox"). This is why the UT and Quake 3 Linux ports consist of a smallish set of replacement binaries (the UT one is around the same size as the latest Windows UT update patch), and require a Windows CD to install from.
One of the things I didn't see mentioned is that a lot of developers are writing for the console only.
c old-dead-hands crowd clamors for support and then whines when they can't get it.
Consoles have a lot of advantages. They are stable same-same environments. Not a lot of variance, since there is only one manufacturer for each one. There have been some companies that have questioned making games for PCs entirely becuase of the wide variance in the hardware, let alone the operating system.
Many companies make two versions now, one for their console-of-choice and another for Windows/Intel PC platform.
Guess which one is the support nightmare. Pretty easy when you have to support several different video card manufacturers, even ones that don't exsist any more like VooDoo. Yet, the small, vocal, they-will-get-my-VooDoo-when-they-pry-it-from-my-
Different versions of Windows, cheap, God-awful systems from Best Buy and Circuit City, poor white box mail order, you name it, and its a problem on the PC platform.
So, is it a Windows vs Linux thing? Not really. Unless Linux becomes the dominant desktop environment, or at lest has double digit percentage numbers, its a useless question. Developers don't REALLY want to develop on the PC to begin with because of the high support cost, and they are certainly NOT going to develop for a low desktop marketshare OS like Linux.
Think about this anyway: If they did, they would only support it on Red Hat anyway,(market share and mind share again) and then you would bitch about that. This community will only be happy if there are NATIVE Linux games that work on every distro. Ain't gonna happen. Be happy there is still a market for PC games at all.
nt
whoops! Sorry to hear that. Well at least you still have your other dad right ?
be able to give up my MS habit completely, you have to agree that
economically it just doesn't make sense.
Huh? Ignoring the most enthusiastic 10% of
computer world makes sense? Did it ever occur
to you that honesty and integrity are part of the
reason so many people are switching over to free
software? I'm not using Debian so I can
distribute other people's work, I'm using it
so I can make fair use of the things I own.
I'll buy the $30 CD to play a game. Warez loosers, who don't mind putting backdoors on their machines won't spend a dime. Sheesh.
DMCA, Hollings, Palladium. What might have sounded like paranoia is now common sense.
The problem I can see with contemplating Wine as a tool to port games to Linux is that it will always be dependent on the whims of Microsoft's DirectX API's. Furthermore, the emulation insures that overall games will rarely perform as well under Linux as they do under Windows.
What might be a much better approach is to find a solid API that is compatbile with both systems. I'm sure somebody could write something far superior to DirectX and could provide compatibility for both Linux and Windows. The economics to fund such an endeavor might not be there but it definitely would be in the interests of Game Developers (so they could cooperatively fund some open source effort).
Wouldn't it be nice if a game could be ported between Linux, PC, X-box, PS2, Game Cube, and Macintoshes with little need for changes to the code. Then it would make the task of supporting multiple platforms nearly trivial. Basically I'm thinking something akin to Java, but written very specifically for gaming.
This sig has been temporarily disconnected or is no longer in service
What is it that allowed Windows to win the mainstream? What is it that allowed Apple to win the mainstream? A concept known as killer apps... Essentially, a program that allows the platform of choice to perform a duty and function that is NOT available/possible on other systems...
Linux is good for server applications, but *really*, what can it do that Windows/Mac cannot do, other than not crash as often? Very little... Why is this? Between platforms, Linux does little more than ape most of what anyone running Windows/Mac can already do, and far FAR simpler... Can Linux be used optimally for graphic design and video production without any hassles of hopping between CLI and GUI? Nope... Can Linux be used for mainstream business applications and gaming without doing the same, or relying on emulation? Nope... Face it, Linux relies on a few adequate programmers attempting to reinvent the wheel, or emulating an OS that already exists with far less BS to fight through to get the job done...
THIS is why Linux fails... This is why Linux isn't replacing 100% of Windows desktops...
This is not a flame, this is constructive cricism... The problem with Linux is that there are plenty of people willing to rally around the banner, but very few willing (and able) to actually go to war for it... Linux, in order to fight against the two big shots, is to make some applications that are COMPLETELY unlike what is already on the market, and unique in what it can provide... Make something, ANYTHING, that can either (a) supplant existing applications (make a graphic editor far superior to what can be found on Windows or Mac platforms, with a GUI to allow you to use it, artists traditionally don't LIKE to have to haggle with CLI's just to draw, I'm an artist, I KNOW this), and (b) provide a program that is completely unique, anything that the existing Windows/Mac scene has completely overlooked... Use your imaginations, you want the OS to succeed, then FIGHT so it can, instead of pretending that just being crashproof is the lone cause for it's acceptance...
What good does a bulletproof jacket do you in a world where everyone fights with rocket launchers?
Just because you can mod me down, doesn't mean you're right. Shoes for industry!
You should mod the above post up for humor value. Kernel programming in VB?!?!? I was rolling on the floor for hours!
Good for him. It's been at least 5 years since he made any more dipshits like you.
http://www.apple.com/macosx/applications/
If WCIII runs under Mac OSX then it's practically running on BSD, right? If that's the case then how hard would a Linux port be?
Games are a big weak spot for Linux, so naturally it seems that making Linux an attractive game platform is an important long term goal for the community. Sure, some people don't like games, but no one can argue that games haven't partially driven CPU technology in the past and have almost totally driven low-end 3d technology.
So how do we push Linux (and unix in general) as a usefull game platform? Obviously we need to present game programmers with a programming interface that they can use to port games to (or ideally write original games for). Like GTK+ is for GUI applications (or Qt, depending on your religion), we need the "GTK+" of the game world. Some kind of library that:
1. Is portable
2. Is extendable
3. Can make use of hardware acceleration
4. Can grow with future graphics/sound technology
5. Is based on _some_ kind of industry standard
Number five is VERY important. A standard has to be agreed upon or developers are just going to shrug Linux off as a bunch of non-standard API's each evangalized by their own creator but no one else.
What we have been seeing lately, is too many chefs spoiling the soup. Everyone and his uncle has their own API they are trying to push, and no one is working together to agree on a standard.
You aren't going to like this but I'll say it anyway. The reason Windows has caught on as a game playform is because of DirectDraw and DirectSound (and to a lesser extent hardware-accellerated OpenGL). Simply, developers don't have to worry about writing their own routines to allocate video memory, access the sound card's dma buffers, etc. etc., because Microsoft for once provided a pretty decent standard API to write to, that everyone could pretty much agree on.
Everytime someone announces his own "KICKASS GAME API" we (the Linux/unix community) actually suffer a set-back. We slip farther from the goal of having a single, open, standard API for mainstream developers to rely on.
Fortunately we have things like Mesa, which seems to "Get It". I'm not going to advertise Mesa more than I have to, suffice to say it meets all of the five criteria I mentioned above. Personally I believe time spent on writing APIs that essentially do what Mesa already does is time wasted. LOOK INTO MESA before you decide to write "Yet Another Graphics API".
On the other hand, we have sound support on Linux. Currently it's a mess. Basically application writers need to directly access the sound driver in order to get any kind of noise working. We currently have no standard _OPEN_ API to work with, and for the most part sound capabilities under linux are limited to a single process using a sound card. This will not fly with game developers.
Like the graphics world, we need an sound API that:
1. Is portable
2. Is extendable
3. Is hardware-independant
4. Allows more than one process/thread access to sound hardware simultaniously (a mixer)
One thing I have seen that looks promising is eSound. Do your own research on it but it looks pretty nice, and it will get the job done if its developers continue to do "The Right Thing".
It is important for us small-time game developers to look for APIs like Mesa and eSound, which are implemented properly and have potential to become some kind of standard, rather than latching on to one that has cool screenshots but only had a single game written to them--or worse, just writing our own game API.
I don't understand the programmig aspect that much but will it be easier to port games to linux if they are already written for another unix like Mac OS X?
If so, that may be the ticket to building up a little game portfolio.
Sure the Mac doesn't have as many games as Windows but they have a lot more than linux.
It might be a good first step.
i just cant decide which i like better. a bowl of hot grits down my pants is a warm, enveloping feeling that tickles my genitals down to their roots. but having someone take a hot shit on me is much more subtle, the taste, aroma, and texture is something truely unique that must be experienced to be believed. even eating hot grits vs hot shit is too close to call, they are both good in their individual aspects.
what do the users of slashdot think?
Once the mindshare of Linux goes up, people will be more willing to develop for Linux. Until then, a good emulator means that people have to worry less about the MS F.U.D. about 'but what if you need Windows application "Y"'.
In the short term, however, it's problematic because it encourages people to just write for Windows -- however, we can encourage people to write wine-enabled extensions to their windows code which will allow them to take advantage of Linux capabilities. This may encourage a migration of users to linux/wine.
My quick guess (never having used wine) is that wine is likely to be a bit more expensive for heavily graphics intensive apps (like quake) than for more CPU intensive apps (like The Sims). Once again it's a question of using the tool that's appropriate for the job. For those jobs where WINE does the job, it's dogmatic and counter-productive to demand a 'native' Linux port.
On the other hand, insisting on WINE, whether it works or not, is a different problem in the other direction. Granted: It'd be nice to always have a linux base port, but politics and economics often directs otherwise.
Sometimes boldness is in fashion. Sometimes only the brave will be bold.
What I'd much rather see, than Linux supporting lots of games is game developers using Linux to create bootable CD's on which thier games exist. If the game developer doesn't want to have support problems, then create the entire OS environment on the CD and distribute a bootable CD that just starts up the game. It's cheap for the vendor because they don't have to pay for Linux, and it makes a huge cut in support costs becuase they don't have to deal with installation problems on *any* os. The game is already installed and will interact with the OS perfectly... and to the consumer, it doesn't matter what OS is installed on their machine, or how fubar'ed the installation is. All that matters is that you have a machine with the minimum hardware requirements.
Of course the biggest problem with this is knowing what hardware the user has - especially video cards - and making sure that a large number of video cards support a standard set of well known API's accessable from drivers written for Linux. Without this, the idea falls on its face.
I know! It shouldn't be too hard to convince all the video card makers that it's in their best interest to release open source drivers for their cards... oh wait.... nevermind.
Key to financial independence: Spend less than you earn. Save and invest the difference. Do it for a long time.
AMEN! I am SO glad someone in the /. crowd said this.
:-P) or Office (and fuck getting them to run StarOffice/OpenOffice/KOffice/Whatever because they're not intrested). Speed isn't an issue so much as it's a reasonable speed. It works the same, and Linux costs less... effectively, we have competition! Competition is also a Good Thing(TM). This would not only extend marketshare, but it would help break down the Evil Empire more. If the gov't is going to let Billy G. and his Borg get away with it, we can't say "Oh the gov't will get us back to normal again." This however, can, and we need to act.
I personally feel Transgaming is a Good Thing(TM); screw Loki for now until we have a -competitive- marketshare (I'd say at least 15%-20%) before native ports happen... we have the libs, yeah; we have the hardware; yeah... I hate to make this a "me too" post but everyone needs to get this point hammered down. Give the customer their PROGRAMS, and they will choose to come to Linux. Why??? Well, let's be the average Joe. Their programs don't have a need for 100 FPS (Why would they? They got a "deal" at Best Buy on an HP for $699!). Their OS is Windoze; it's not that they hate it, it's because they can't run their games (no matter how much you and I think they suck
Karma whorin' since 1999
They're assuming a lot of higher-level APIs for sound, graphics, etc. that are specific to either Darwin or the non-open MacOS X bits (Quartz, etc.)
How many balls can you feel? Four? Yes, that's correct, there are four balls there. Two are yours, the other two are belong to your boyfriend, who is right now fucking your very loose ass.
What is really that attitude of the majority of Linux users regarding commercial games? At present I am writing a shareware game which will be released for Linux, Windows and possibly OS X. Of course the shareware game profits would be used to build bigger and better games with contracted artwork and possibly licensed engines.
I'm doing the Linux port because I prefer to develop in Linux and the libraries are all cross-platform, but I don't really expect the Linux port to sell well. I also expect to get flamed for not releasing source.
It occurs to me that startup companies could offer a great deal to Linux, but the community seems only interested in giving money to established companies and complaining that the new guys want to charge money. Almost every commercial/shareware game on happypenguin for example has a comment saying "it would be better with source code" or "I refuse to use it because its not free".
Congratulation! You have been trolled.
-AT-
There's a lot of talk in this thread (and related ones, recently) about the catch-22 of games needing user-base and user-base needing games. It's the same problem for all proprietary software, not just games, but in other application areas the community gets together and starts working on open alternatives. It's also a perennial pasttime of gamers these days to sit around and whine about corporatization of games and how Tomb Raider 16 really sucks yet still sells a bazillion copies while [insert favorite game] languishes in the clearance bin.
So I want to know, where are the open source games? Yes, I know about FreeCraft and QuakeForge, but yes, well, and?? Nethack is cool, and I think it really makes a good demonstration of the possibilities for OS games, but I think we'll all agree that something a little more modern is in order. Between SDL and CrystalSpace, I think it's high time us gamers got together and started making our own game market instead of waiting around for the Windoze gaming sheep to bring Who Wants to be a Billionaire XXIVIVM to Linux. If we can get say 10-15 major gaming projects underway with a decent spread of genres, these libraries will get really worked and improve really damn fast. Then it's off to the races, the way OS builds momentum. I know we all want our games and we want them now, so here's what I propose: for every dollar you spend on a proprietary game, give 10 cents to an open source gaming initiative. I, for one, believe that open source can innovate in games 10 times more than bean counters...
Oh, and for the record, yes, I just downloaded and built the latest CrystalSpace and am playing around with it a little, and yes I have some game ideas...
Game developers write the specs of gaming APIs they would die for and publish them, so they can be implemented by OSS, Microsoft, Sony, Nintendo and any other person/entity that cares to implement them?
They would then control thier own destiny - as long as they could resist $ from marketing deptartments - and would have a common set of APIs to support in thier games.
If a game didn't run on PlatformX because of a malformed API, the author of the API implemenation would be on the hook, not the gaming company. IOW, the game authors hold all the trump cards, no one else.
SDL seems to be an atempt at this already, but is it coming from OSS developers or game developers? The difference is important.
Soko
"Depression is merely anger without enthusiasm." - Anonymous
(Or how about other games... if there's a MacOS X version out, shouldn't they use that to do Linux/UNIX porting, since Mac OS X is UNIX?)
George W. Bush
President, United States of America
Your ass is both deep and wide, but certainly not insightful.
My plot to paint an ominous picture of the open source movement has failed again! Bill will not be pleased! And I would have succeeded if it weren't for you meddling anonymous cowards!!!
- Dave
Linux
Windows
Mac OS X
Hey, nice stuff, that [yahoo.com] thing. Is that Open Source? Can I use it in my trolls?
MacOS X games are not *NIX based games, they are really based on classic MacOS. MacOS X based games are/will be typically written to the Carbon API with is basically a modernized MacOS subset.
Notice how ID, the only gaming company around to actually follow this principle, can port their games to a zillion OSes very quickly and have it run extremely well on all OSes that they're ported to. The most expensive part of of doing Linux releases for ID is publishing...
Tying yourself to a proprietary API makes anything you say about portability completely invalid...
JMO
Sticking feathers up your butt does not make you a chicken - Tyler Durden
Jesus Christ, after almost three years of reading slashdot, I've finally read a comment that makes some common fucking sense.
I've really chaffed at some of your comments in the past, but this one atones you for all sins. Thank you.
(a different AC)
So I guess what this all boils down to, is that Windows needs a Linux emu-- excuse me -- loader and API wrapper.
As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
(little bit offtopic)
I'm just asking this question cause I really have no idea about whats out there... but wouldn't it be possible to make a port of the directx api to linux? Even perhaps using a specialised cut down version of wine et al... to increase development time for game porting? these types of ideas are the ones that excite me with linux. having multiple distros that deal specifically with one aspect of computer use. we all know that windows/linux/bsd/osx all cater for a generalised user base with the exception of some server optimisations.. I'd so much love a version of linux that dealt with media primarily for recording, digital audio/video editing.. i know one is in the works already... just seems that this could be the real advantage to all that source code so that we can create customised os's... ofcourse we dont want to run 7 customised os's jsut to have an optimised office/gaming/media platform however for those wanting to pursue such things on a professional powerhouse level...
A native version is the way to go. I'm in the same boat as Don, although he's got more access to the code than I do. I generally go through him to get the code I need. When the issue of providing a Mac version came up because most of the utilities wouldn't work under VirtualPC, I looked toward some cross-platform library rather than emulating with Wine or whatever Transgamer is providing. I settled on wxWindows (between a choice of QT and wxWindows) just because of the licencising issues around QT (I'm not in a position to release any Sims code and bound by NDA to not).
The big issue was the fact that The Sims was completely dependant on DirectX (even though they try to abstract it out in some of the wrapper libraries they have) so the first thing I did was to port all the graphics code to OpenGL. Don and I have been communicating as well and had some success with porting some of the lower level functionality of the game engine to use Python via SWIG wrappers.
I think one of the key things here with any game development is that the commercial developers should look at writing portable code. Maybe they don't have to take the effort of writing the code for those other platforms (whatever they may be depending on what you call your base platform) but at least take the effort to provide those hooks with little effort. Don't tie yourself into a proprietary API and put the platform dependant features in the platform dependant code where it belongs, separate from the main code. But then that's just stating the obvious right?
liB
I'm surprised no one's brought up Zork. This old slashdot article links to a great paper on infocom and zork. This was a time when there were many more home-computer platforms than there are today, and infocom found a way to easily port to any of them. The Z-machine was a virtual machine (unheard of on home computers back in the day!), and they only had to write one interpreter per architecture: instantly their library of a dozen games would be available on the new platform. Of course, the hardware requirements were simpler (i.e. text, no graphics), but for what it did, you would have never known it was interpreted. I think that eventually graphics will reach that point- we're just starting to get relatively cheap hardware ( O($1.0E2)) hardware that is getting closer to photorealistic and is today what text was then (relatively straightforward to implement decent useability). Any, check out the article, it's a great read.
HIV Crosses Species Barrier... into Muppets
... Microsoft, which has bought quite a few game companies recently. And, quite coincidentally, their DirectX games seem to have fewer problems than yours.
Here they explain that they're just using carbon, the older macos compatibility layer, for OSX so they can cover OS9 too. In any case that means no unix-like target that's a tweak and a recompile away from a linux port
It seems to me that lots of people want to get good games for Linux so that they can drop Windows and end dual booting. I know that I would like that.
However, why don't we just go out an buy a console? That would sort the dual boot problem for good and give a purpose built system on which to run games, cutting the need for Windows...
-- Mike
Well, I must admit, that after all these years I have finally kicked the addiction to Sid Meier's Civilization 1, that classic game from DOS that came on two floppies.
I'm addicted to Freeciv instead.
Where's rehab? I've gotta get some work done.
Why do you say Scott Draeker is not the person to talk to about porting The Sims to Linux? Is there someone else at Loki I should have been talking to instead? Or some other company than Loki I should have approached instead?
Please clarify just what you mean by "...not to mention the fact that Hopkin's previous work is enough to get him dismissed out of hand by any Unix user or game company employee."? What previous work do you mean?
Are you refering to my work writing The X-Windows Disaster chapter for The Unix-Haters Handbook? I wrote that AFTER porting SimCity to X11 with TCL/Tk, compared with my previous experience porting SimCity to NeWS with HyperLook.
Or has my work with pie menus for ActiveX, Internet Explorer and other crass commercial products tainted me as Politically Incorrect?
I hope you at least appreciate that I'm taking the time to personally answer your message and directly address all of your accusations, instead of copping a "go away kid, you're bothering me" attitude.
-Don
Take a look and feel free: http://www.PieMenu.com
First of all, I started porting SimCity to Unix in back in 1991, and DUX published multi player X11 SimCity for Unix 1993, which is reviewed here. Before that, I released HyperLook SimCity for NeWS in 1992, which was awarded "Product of the year 1992" from Unix World magazine (in the Jan 1993 issue).
Secondly, you have the price wrong -- it wasn't $80. Single Player Node Locked License: $49. Multi Player Node Locked License: $89. Single Player Floating License: $129. Multi Player Floating License: $149. Such prices for Unix workstation software were unheard of at the time, and there were hardly any other commercial games available for Unix. (Despite their bluster, Loki wasn't the first Unix game company.)
For comparison: In May 1991, Curtis Priem's and Bruce Factor's "Aviator" flight simulator for the Sun workstation from Artificial Horisons sold for $150.
The authors worked for Sun designing the GX graphics accelerator board, wrote Aviator in their spare time to demonstrate the hardware, and published one of the first commercially available real time 3D games for the Sun. Good thing they had a day job.
Because right after they published it, some butt-head Sun employee posted a crack to defeat the licensing scheme to the tstech alias at Sun. They had to send around a message begging people to please delete the crack and pay for it.
I haven't made a penny off of Unix SimCity for years, because you can't buy it any more. Loki didn't exist for years after I saw my last penny from porting SimCity to Unix.
I don't know where you got your unattributed misinformation that the networking in Multi Player SimCity Classic didn't work. I first demonstrated it at the Interactive Experience of the 1993 InterCHI conference in Amsterdam. It worked just fine then, and even better now that computers and networks are faster.
Just recently in May 2001 I showed it to the MIT Media Lab sponsors and researchers, at the Digital Life confence. I demonstrated the colaborative multi player game user interface and voting dialogs, running over the network between two linux laptops, and it worked just fine. It's just not available as a product any more, and hasn't been for a long time.
I am not "repeating the market speak of native ports being bad". I am making a point, based on my own experience as well as talking with other people who I trust, like Will Wright and John Gilmore.
My point is that Wine solves many more problems than it causes, and that native ports to Linux aren't worth it, unless you put a lot of time, energy and creativity into improving the game so it substantially takes advantage of the platform.
Even then, there's no guarantee that it'll be worthwhile. There are many more important economic issues that totally override trivial technical implementation details like porting versus emulation.
On the other hand, I think that any effort put into improving Wine is well spent, that will truly benefit many people over the long term. If it can run games, then it can do a lot more. Double duh.
It's much more productive to practically solve real problems right now, than to argue over how you would solve imaginary political problems in the ideal world, if only the Supreme Court appointed you Dictator and Congress burned the Constitution in your honor. That job's already taken.
-Don
Take a look and feel free: http://www.PieMenu.com
"Multi Player Node Locked License: $89."
^^^ What I was talking about, you charge even more than I was aware of.
I believe it was in the LinuxGames.com comments that someone complained the networking wasn't working (Note that you can't have networking without the working bit).
Then you proceed to charge even more outrageous sums of money, still for the simple original Sim City.
Congratulations Don, you could have been an innovator in these times of bad sales for Linux ports, and yet you choose to be hurting the market with allowing non-native ports under your nose. Thanks for nothing.
Check out ioquake3.org for a great, free, First-Person Shooter engine!
Lets look at the stability of ActiveX, in one very quantifiable and non-fiction example...
Xbox
I went to Taco Bell today and I got a large drink, which has an game piece on the side of the cup to win an X-box. Did anyone else notice that you have to not only peel of the game piece from the cup, but scratch it off as well? Far too complicated, but leave it to Microsoft....
The price for a single player license is $49. There's nothing wrong with charging more for the multi player version of SimCity game, especially after I put literally years of my own original work into designing and implementing it, using my own equipment.
I was not paid for my time, and the only way to recoup my investment of time and effort was through royalties on sales, which didn't come close, believe me.
Remember that this was 1993, and the market for games on Unix workstations was extremely small at the time. The price of Aviator, the only other commercial Unix game I knew of, was $150. Aviator was a multi player game that you could run over the network, and I charged a lot less than Aviator cost for the multi player version of SimCity.
Time Doctor, please realise that the extremely foolish religious fanaticism of people like YOU is the reason that there will never be any successful commercial games developed for Linux.
-Don
PS: Oh, and Time Doctor: for someone who obviously doesn't read messages before he replies to them, you shouldn't go around telling other people to do what you won't bother to:
That is what I call pure unbridled hypocrisy.
Take a look and feel free: http://www.PieMenu.com
"Congratulations Don, you could have been an innovator in these times of bad sales for Linux ports, and yet you choose to be hurting the market with allowing non-native ports under your nose. Thanks for nothing." -Time Doctor
Imagine John Candy, making the funny "quotation marks" in the air with his finger as he rants and raves:
Thank you for "analysing" my "problem", mister "Time Doctor," sir.
Oh, so I "choose" to be "hurting" the market? Just what am I "doing" that's "causing" so much "damage"?
So I'm "allowing" these "non-native" ports, huh? Oh, really?
"Allowing"? That's not very "active". Maybe I should get off my "passive" ass and do something more?
Would you rather I "prohibit" instead of "allowing"? How do you suggest I go about "prohibiting" other people from running "The Sims" on "Wine"?
Should I have somehow "prohibited" Loki from doing a "native" port, instead of trying to "cooperate" with them?
Or am I the one "responsible" for "allowing" Loki to "fail"?
How could I have "prohibited" Transgaming from getting away with improving Wine? By visciously "attacking" them in public, in spite of all the wonderfully useful work they've done? Is that what you mean?
So "get" to the "point": what exactly have I done to "allow" this "hurting" of the market?
Was it by "porting" The Sims to run "native" on Linux myself?
How did that "allow" Loki to fail? Or "allow" Transgaming to succeed? Is it all really my "fault"?
To cop an attitude from Scott Draeker, "go away kid, you're bothering me".
-Don
Take a look and feel free: http://www.PieMenu.com
No, Don. Hypocrisy is knowing native ports are good, and letting non-native go by as if they're fantastic gifts to our operating system. Anyone who's used one of Corel's wine based 'ports' is aware of the shoddy API emulation going on there. You sir, clearly enjoy arguing about a different subject than the issue at hand: Native ports are good, non-native ones are bad in any situation. TG must be paying you well for supporting them, I know every man has his price. If they aren't paying you, yours seems pretty low.
Check out ioquake3.org for a great, free, First-Person Shooter engine!
I'm just telling you how it is, not how it should be in the idea world. Ultima Online and other games download patches over the network, to keep the clients in sync with the server. That's how The Sims Online will work too.
I'm not just making this up. I specifically asked Will Wright about the feasability of a Linux port of The Sims Online client. (In case you don't know, he's the founder of Maxis and designer of The Sims and SimCity.)
I'm just telling you what he told me, and what I know first hand from working with the code since 1997. I'm familiar with The Sims source code, because I wrote a bunch of it, worked with all of it, ported it native to Linux, and optimized it.
The Sims wasn't designed to be a multi player game in the first place, and it's the result of more than 8 years of evolutionary design, redesign, tweaking and overhaul.
In other words, the code is hell ugly, but it does what it's supposed to. That probably applies to a lot of other games, too. The simulator is quite tangled up with the rest of the code, and it's a lot of hard work to sort it all out into a networked multi player game.
Please believe me when I say that The Sims Online server wouldn't be able to tolerate an out-of-date client. It pains me to think about how horribly it would crash. And that applies to a lot of other online games, for economical if not technological reasons.
No online game developer in their right mind would ever choose to take on such a nightmare of supporting out-of-date clients, when they can simply download patches, which is the standard industry practice.
Ultima Online has been doing it successfully for years, and it wouldn't have worked any other way. Online games, especially community oriented ones like Ultima Online and The Sims Online, constantly evolve in response to the needs their users.
For any non-trivial online game, evolution requires dynamically patching client binaries, and changing the server in ways that depend on the client updates.
It's extremely difficult and expensive to develop, maintain and support more than one platform, especially when you must download client updates.
Even if cross platform development were effortless and free, it would still be impossible for a third party company like Loki to develop a native port of a game like The Sims Online. That is because it would still require all clients of every platform to be synchronized and updated at the same time, which would be impossible if third party developers were involved.
On the other hand, the Wine approach should hopefully make it possible to run The Sims Online client, the very day it's released for Windows, and even download and apply the patches in real time.
It'll probably require a bit of testing and coordination between Transgaming and Maxis to make sure that it works well, but obviously they already have a good working relationship.
Wine is a win-win deal for everyone, not just Transgaming.
To the players, it means that not only can they play The Sims on Linux, but they can also run the free content creation tools like Transmogrifier, Art Studio and other third party tools. Without Wine, you will never be able to run most of those tools on Linux. They won't ever be ported to Linux, because they were written over time by many different people.
To Maxis, it means they will sell more copies of The Sims, and they will have more paying Sims Online subscribers, without having to invest resources or effort in developing cross platform clients.
So please stop trying to blame all your problems on Wine. Wine solves many more substantial real world problems, that far outweight any trivial ideological problems it causes. Attacking Wine for the good of Linux is like cutting off your nose to spite your face.
Please stop trying to censor and sabotage what other people want to do with their own computers. If Wine offends you so much, then simply don't use it!
-Don
Take a look and feel free: http://www.PieMenu.com
I did everything within my power to help Loki get a native port of The Sims for Linux to market as soon as possible. They're the ones who dragged their feet, left me hanging, and failed to take advantage of the situation.
I still don't understand what it is that I did, that makes you so mad. It's more like you're mad at me for something I didn't do, or allowed to happen by my inaction.
The fact remains that you've visciously attacked me, and gotten all of your facts wrong. So I think you owe me an explanation or an apology.
-Don
PS: You said:
The facts you got wrong: The price wasn't $80, it was $49. I'm not "still charging" anything, because I haven't sold it for years before Loki ever existed. At the time (1993), $49 was dirt cheap for a Unix workstation game, compared to $150 for Aviator. Single player SimCity was $49 in 1993 dollars, while Loki's SimCity currently costs $49.95 in 2001 dollars. So Loki's SimCity is actually $.95 more expensive, so you're wrong about it costing less than mine. And you can't buy Multi Player SimCity from Loki for any price, while I was asking only $89 in 1993, which certainly didn't cover my time and effort. Lining my pockets??! I haven't seen a royalty check in many years, and the few I got were quite small. And I just don't understand the rest of your criticisms.
-Don
Take a look and feel free: http://www.PieMenu.com
When I first saw SimCity, I was an undergraduate at the University of Maryland, working on user interface research and development for Ben Shneiderman at the Human Computer Interaction Lab.
As a programmer and user interface designer, I dreamed of understanding how SimCity worked, and having a chance to redesign its user interface (optimize it to run fast, enable scripting, use pie menus, display multiple views, support multi player colaboration, etc).
I was quite interested in cellular automata and visual programming and user interface design (which I still am). So I naturally saw SimCity as a complex colorful organic CA; with easy-to-use built-in real-time painting, zoning and bulldozer tools; like a beautiful abstract visual data flow programming language, with its own grammar of roads, parks and buildings; that just happened to look and behave like a city.
And I posted the following review of SimCity to comp.theory.cellular-automata:
From mimsy!brillig.umd.edu!don Fri Dec 29 13:03:18 EST 1989
Article 292 of comp.theory.cell-automata:
Path: mimsy!brillig.umd.edu!don
From: don@brillig.umd.edu (Don Hopkins)
Newsgroups: comp.theory.cell-automata
Subject: SimCity
Summary: Urban development simulation where it belongs: in a video game!
Message-ID: <21436@mimsy.umd.edu>
Date: 26 Dec 89 13:37:09 GMT
Sender: news@mimsy.umd.edu
Reply-To: don@brillig.umd.edu (Don Hopkins)
Organization: U of Maryland, Dept. of Computer Science, Human Computer Interaction Lab, Coll. Pk., MD 20742
Lines: 28
I just got a chance to play SimCity! It's like a drawing program that lets you build cities, by zoning districts, putting down power plants and football stadiums, wiring up the power grid, laying down roads and railroads. The simulation is actually running *while* you're constructing it! It acts like cellular automita with very high level rules -- it keeps track of each cell's population, land value, pollution, and many other factors, and the rules that govern how the zones develop are based on the state of neighboring zones, and other global factors (tax rate, etc). Districts that you've zoned don't come online and start developing until they're hooked into the power grid, by being connected through power line cells or adjacent buildings. Buildings seem to "feed" off of people brought in by roads and railroads. Residential zones in busy districts grow into high-rise apartment buildings. Traffic patterns develop on the roads, and you can see little cars zooming around based on the population of the area, and the flow of the roads! Once you build an airport, a helicoptor flies around the city and reports on heavy traffic, encouraging you to redesign the roads in that area!
You may wonder what traffic copters have to do with cellular automita. You just have to play it yourself to understand.
SimCity is absolutely the most amazing game I've seen on the Macintosh to date! (It's available on other computers like the Amiga, as well.) The graphics and animation are beautiful. I'll leave it at that -- mere text cannot do it justice.
-Don
Take a look and feel free: http://www.PieMenu.com
test
The fewer reasons anyone has to boot over to Windows, the longer time they spend running Linux.
Wine solves many more substantial real world problems, that far outweight any trivial ideological problems it causes.
Moore's Law guarantees that Wine's way will win. I've developed on The Sims code on a now-obsolete 500 MhZ laptop, running Visual C++ and Outlook Express at the same time. When it's running on a modern run-of-the-mill 1 Gigahertz desktop, there are plenty of cycles to burn.
All the time taken up by the layers of wrapper code, and even the simulation itself, is totally lost in the noise, compared to the time spent rendering, mixing sound, moving memory around, and reading from disk.
-Don
Take a look and feel free: http://www.PieMenu.com
Wine works good on my 350 Pentium 2. I play Half-Life with it. I wonder has Sony looked into using SDL for its playstation games. I know they have Linux runing on the Playstation 2. This could open the market for Linux gaming. We could run the playstation 2 game on linux. I wouldn't mind playing 50$ for a game I could run on my Desktop as well. Twisted Metal Black would look great on my Tnt2 Ultra.
I can dream I guess....
L8R
From this guys article it sounds like Maxis is using a simple lock-step philosophy for The Sims Online networking engine. That spells trouble. Lock-step is simple in theory but difficult in practice.
Also, they seem to be taking the easy implementation route (take a game and munge it into a server) rather than creating a well thought out and engineered solution.
Well, no doubt EA/Maxis has deep pockets for a gazzilion servers to act as game hosts. Seems kind of schlocky to me.