Slashdot Mirror


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.

2 of 364 comments (clear)

  1. SDL and other multi-platform libraries by geekfiend · · Score: 5, Informative

    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!

  2. Re:Native ports are best! by psxndc · · Score: 3, Informative
    Keep in mind that 1.4 is a long way off from being standard. It's in beta and while 1.3 is pretty well rooted among developers, the _industry standard_ is still jdk 1.2.2.

    That being said, at Java One I saw a game written completely in Java. It was definitely an interesting concept and it seemed to run pretty smoothly (it was a FPS-type), but it was damn ugly. That may be just that they didn't have the artists necessary for the models, but it sure wasn't quake3. The technology is almost there, but other posters are right, Java isn't great at graphics. Almost, but not quite yet.

    psxndc

    --

    The emacs religion: to be saved, control excess.