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An Open Source Direct3D 8.0 Wrapper for Open GL

Jason writes: "RealTech-VR, creators of the V3X 3D engine, also developed a Direct3D-to-OpenGL wrapper and they have now open sourced their work. They are seeking for more hackers to help porting the wrapper to Linux and MacOS. A lot of the functionality of Direct3D is already ported but it still needs quite some work. Get the scoop at OSNews."

246 comments

  1. Interview with RealTech-VR by Anonymous Coward · · Score: 3, Informative

    Actually, OSNews has an interview with the guy behind the wrapper, and they even have some screenshots! I hope this wrapper comes to Linux soon!

    1. Re:Interview with RealTech-VR by Anonymous Coward · · Score: 0

      http://www.osnews.com/story.php?news_id=613 is already a link in the above story.

    2. Re:Interview with RealTech-VR by sydb · · Score: 2, Insightful

      Moderators are becoming increasingly brain dead. Yeah, and I'm using my +1 bonus to make this point.

      --
      Yours Sincerely, Michael.
    3. Re:Interview with RealTech-VR by Anonymous Coward · · Score: 0

      Why is the parent highly rated? This link was included with the story. The parent should be -1 redundant.

  2. Very impressive stuff by MuMart · · Score: 0

    This would make a worthwhile hedge against TransGaming going tits up. Maybe this'll result in some real games for Linux for a change ....

    1. Re:Very impressive stuff by Anonymous Coward · · Score: 0

      Yesh true as Tribes2, SOF, Q3, and the others arent real games...

      Dammit us Gamers want Wheel of Fortune, Weakest Link and Survivor PC games on linux! No more of the FPS or 3d crap!!!

  3. Nice... by Anonymous Coward · · Score: 2, Insightful

    While this may validate the DirectX API as a standard (like it wasn't already) it may be a useful tool for gaming companies to do an easier port to Linux and OSX...This is good, really good.

    1. Re:Nice... by _damnit_ · · Score: 1

      I'm not sure this is good, but if it makes some cool games available on other OSes then that's a win for me. I wonder about the speed of the games though. What good does this do if some D3D game runs at 15fps on Linux? That just gives Win32 zealots something to point at with their FUD sticks.

      --


      _damnit_

      It's my job to freeze you. -- Logan's Run
    2. Re:Nice... by friedmud · · Score: 1

      Well,

      I don't know about this wrapper - but Transgaming's wrapper provides great speed for D3D->OpenGL conversion. Sure it isn't 100%, but with my decent system (1.2GHz TBird GF3TI500)games like Tony Hawk2 run Great!

      I would say that this thing has great promise - it provides some competition to Transgaming/Winex and competition is always good.

      Derek

    3. Re:Nice... by smagoun · · Score: 2, Interesting

      While it's been awhile since I've done anything in the 3D world, it seems to me that the slow parts were the drawing itself, not the API calls. As I understand it, what they've created is essentially an adaptor that passes calls from one API (D3D) to another (OpenGL). There will be some places that require a bunch of work, but I'm willing to bet that most of the translation is pretty simple. There might be a 1-5% performance hit with the D3D->OpenGL translation layer, but I wouldn't expect a huge performance gap.

      This is similar to what VMWare does for the Win32 API, isn't it? Performance there is a bit slower, but it's perfectly acceptable. As a mac guy, this is absolutely fantastic.

    4. Re:Nice... by smagoun · · Score: 1

      oops....I meant WINE, not VMWare. VMWare is emulation, WINE is not emulation (ha, ha).

    5. Re:Nice... by GregWebb · · Score: 2

      I disagree. Well, sort of :-)

      Another poster has already commented on the speed issue (this meaning that Win32 remains the gaming platform of choice, and giving people erroneous reasons to believe why), but y'know what? This really solidifies the standard. No point pushing for that nasty OpenGL just to get the cross-platform stuff, use D3D. Which MS can control and push around however they want, to the detriment of this.

      I know that the ship has pretty much sailed on D3D as the standard, I know that cross-platform development at the moment essentially means making sure that the PC stuff can be ported to the X-Box. So I know my objections are essentially irrelevant, but it still makes me sad to see a development that can only help entrench a proprietary standard at the expense of an (apparently adequate and earlier, I'm not a 3D coder) open standard. This is a cool development and a useful development, but so much of what it signifies and what it has the power to create blows.

      (Why oh why oh why did the computing world let themselves become enslaved to the morons from Redmond? Oh well, back to trying to pull down their mountain with a toothpick...)

      --

      Greg

      (Inside a nuclear plant)
      Aaaarrrggh! Run! The canary has mutated!

    6. Re:Nice... by Wildcat+J · · Score: 2, Informative
      I haven't really done much with Direct3D, but as I recall it has both an immediate and a retained mode. OpenGL is basically an immediate mode graphics library. Of course, I'm not writing any graphics code these days, so take this all with a grain of salt ;) I welcome the any corrections from experts in the field.

      I believe that immediate mode is mostly a rasterizer for your polys. You (the programmer) are responsible for maintaining all of your model information, view parameters, and so forth. Whereas retained mode maintains more persistant scene information, making for a more general library.

      Anyway, the relevance is that, if retained mode functionality is required, it may take more of a performance hit because there is not a 1:1 correspondance of D3D to OpenGL calls. Keeping in mind, of course, that D3D Retained mode does this in software also, so I would imagine that a well-implemented wrapper could actually improve performance.

      I guess the question is, does anyone use retained mode?

    7. Re:Nice... by RailGunner · · Score: 1

      Would there be that much of a performance hit? When I play Team Fortress Classic I get better frame rates running it under OpenGL then I do DirectX.. (Voodoo5 5500 video card in case anyone is wondering) But even if there is a 5% performance rate, with a Geforce4 would anyone *really* notice? Is there that big a difference between 100fps and 95fps? (Especially when the human eye can only detect approx 60fps..) The more games that can be run on or come out for Operating Systems other then Winblows, the better. If I could run all my games on Linux as opposed to Windows, I'd never use Windows again. Ever. Unfortunately, the lion's share of games are Win32 only..

    8. Re:Nice... by Com2Kid · · Score: 2, Insightful

      Sorry man, I hate to admit it (and trust me, I REALLY hate to admit it) but DirectX _HAS_ become a worthwhile standard.

      It just. . . . rocks.

      For the end user at least.

      It is uber-sweet to have everything working together.

      The ZSNES team went over to DirectX just because it made so much of their life easier. The controllers for starters. . . .

      A game that does a -good- job implementing DirectX control does not care how many buttons your joystick has, or how many joysticks you are using at once to control things.

      I have seen games where I can switch over dynamically from one controller to another with no problems. Sheeps is nice in this regard.

      But that is not what DirectX is all about.

      It is about having a -standardized- set of APIs that people can latch on to.

      Linux currently has the problem that there are a gazzilion different ways to access damn nearly everything. Sound cards, monitors, and so forth. Sure on the system level they (tend) to have the same way of doing things, but the game programmers cannot just say "heya, latch on to monitor 1 if that is all that is available, but if the person has two monitors latch on to monitor one for the primary view and pop up a dialog box asking the player if they want to have monitor two used for their rearview mirror."

      Nor is there just -one- way for a game to ask

      "Heya, I notice you have two separate sound cards installed, which one would you like to use for playing this game?"

      Of course there ARE game programing APIs to be had, and in fact there are plenty of them.

      Which makes it an absolute bitch for game developers to make requests for new features.

      Nvidia and ATI were recently able to strong arm Microsoft into including each companies choosen features into DirectX8. (ah, there are also now four pixel shaders versions, ugh. ATI's 1.4 card came out before Nvidia's faster 1.3 card, ::groans:: )

      still though, all in all having one central target to direct feature requests to is nice. This means that over time ALL of the necessary features will hopefully be added.

      But if you have multitudes of API standards, you can either get one that just fits you right with no extra baggage (yah for you) or more likely you will find that some of them have some of the features that you want but none of them have all of the features that you want. (yes sure you can add those features on, open source and all, but shit, then your company is learning a new API, adding to that API, and programming a game for that API, ouch.)

      DirectX streamlines stuff. Or at least the complaint and request part of 'stuff'.

      It may not be profound, and hell it may be full of bugs (heh, Nvidia cards have had some rather. . . odd. . . issues with DirectX from time to time. :) ) and misusing it may be far to easy for the game developers to do (THANKFULLY /most/ of them have learned that disabling alt-tab will just piss off most of your customers, and that it is also a big Plus is a person can alt-tab in and out of the application/game. I said most of them. . . . few damn stragglers left, grrr.)

    9. Re:Nice... by Com2Kid · · Score: 2

      DirectX is more then just a 3d standard now. Heck games on windows that use OpenGL for the graphics still often times (the majority of them) use DirectX for EVERYTHING else.

      In the interview it was said that hopefully somebody will port over other stuff besides Direct3d. I certainly hope so. DirectX makes everything so nice and seamless for the end user. :) (for one, joystick button 1 is joystick button 1 across all applications, heh. And joystick button 9 is joystick button 9, and so forth. Sound is also nice and nifty, it just /works/ damnit. To whatever level your sound card supports it works.)

    10. Re:Nice... by rapid+prototype · · Score: 1

      how about windows! here i sit, this monster 128 MB professional graphics card in front of me, with no Direct3D drivers, and i am running windows (product support has no plans of writing one either). killer opengl support, though. i've been dying to be able to play games at work. this wrapper should allow that.

      -rp

    11. Re:Nice... by Stiletto · · Score: 2

      It is about having a -standardized- set of APIs that people can latch on to.

      One API to bind them all...?

      One of Linux's strengths is that there is always more than one way to do something. What if you (as a developer) don't like the way DirectX does something? Tough luck--wait for the next version.

      Having only one way to do something is not an advantage, if that way sucks.

    12. Re:Nice... by glassware · · Score: 2
      Having only one way to do something is not an advantage, if that way sucks.

      Having more than one proper way to do something leads to code bloat.

      The part I really like about having multiple interfaces is that one of them gets upgraded faster and becomes more robust, and I've usually chosen the other one because it was simpler. So my code gets out of date fast.

      One of the worst things Microsoft ever did to Windows was to have multiple, redundant APIs that each did roughly the same thing. You can accomplish the same task with WIN32, MFC, ATL, .NET, and so on down the line. The part that really bothered me was the scatterbrained implementation of multimedia. There were WINMM libraries, media player interfaces, text parsing launchers, direct function calls, and eventually COM wrappers.

      If you have one interface, and it's obnoxious and complicated, at least everyone knows what function they have to call.

    13. Re:Nice... by damiam · · Score: 1

      That's basically what SDL does.

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    14. Re:Nice... by mysticbob · · Score: 1
      It is about having a -standardized- set of APIs that people can latch on to.

      well, aren't all of microsoft's api's "standards" by that metric? anyway, none of this matters, since you assume there is but OneTruePlatform. Yes, knock yourself out on the platform you use, but if you ever go cross-platform, you're in a world of hurt. even if you use this.

      there are many: SUN, SGI, HP, IBM, Mac, Linux, etc. who can't and don't care about MS standards - they use actual, community defined standards, like OpenGL.

    15. Re:Nice... by jweatherley · · Score: 1

      The Win32 API is just a wrapper anyway - at least on the NT OSes - the calls get passed on to the NT Native API.

      --

      --
      Reverse outsourcing: it's the future
    16. Re:Nice... by egreB · · Score: 1

      Linux currently has the problem that there are a gazzilion different ways to access damn nearly everything.

      While Linux is a great (the best?) OS around, you're touching at one of it's most debated problem, or feature. One can argue back and forth for both, but personally I think that it is, in some cases (like gaming), a problem. OpenGL is the only thing around that's rather standard, in terms of "one way of doing things." DirectX is a great all-in-one-package for game developers that just works, both for the end user and the developer ("works" here is meant like "how it works when it works"). Wise installer on Windows installs your new game, installs the required version of DirectX, and *poof* - you're in. Try to install a game on Linux - a thousand ways of doing things, and it's not just like "upgrading DirectX..."

      IMHO, anyway.

    17. Re:Nice... by johnjones · · Score: 2

      people only use retained mode when you have to (alot of the time in a real game when you look at a spefic feature thats done in retain mode but the rest not)

      the point is that the nice thing about D3D is that it is supported by most vendors now look on a box that a game came in you will find that they require Direct X version 99.8 (-;

      the point is that although the API changes it can do the old api's in emulation

      much like OpenGL 2.0 will do

      all I hope is that ATI's String based extensions to OpenGL get in 2.0 rather than NVidia's so we aren't tied to their hardware

      D3D is crap(ish) what make Direct X so good is all the other API's like sound and input (OpenIL and OpenAL be damned as they just dont have the people leading them)

      so I have high hopes for the OpenGL ARB to produce something nice that IBM/SONY/APPLE/SUN/HP/3Dlabs can rock Microsoft's little world

      try haveing a look at
      http://www.3dlabs.com/support/developer/ogl2/index .htm

      regards

      john jones

    18. Re:Nice... by Anonymous Coward · · Score: 0
      One of Linux's strengths is that there is always more than one way to do something. What if you (as a developer) don't like the way DirectX does something? Tough luck--wait for the next version.

      That's a strength for developers, and a weakness for most users. Windows' goal is to make life easy for users, not developers. This is why Windows will always cream Linux on the desktop.

    19. Re:Nice... by Com2Kid · · Score: 2

      MSI installers beat the royal crude outa Wise now days. :)

      Wise installers shove everything under ALL users (uh, BAD) and if any one user tries to remove it from their start menu, it is removed from everybodies start menu. . . .

      Suffice to say, leads to clutter.

    20. Re:Nice... by egreB · · Score: 1

      Great points, and I agree that Wise isn't perfect. But it do works. And Windows 9x isn't very multiuser (or multitasking, for that matter).. Most home-Compaq-computer users (or gamers) use only one computer - and they're the only one to use it.

      But I think you missed my point - a common, clear way to do things might be better than 5 different ways of doing them, even though they all might be a lot better.

      On a completly unrelated note, I spend the last 20 minutes reading some of your posts in a discussion originaly about additions to the moderation system, but turned out to be about honesty when posting. You write extremly good, and make your points clear - and, I have come to agree with you on most parts. Congrats (-8

    21. Re:Nice... by Anonymous Coward · · Score: 0

      Agreed -- I had an old Wildcat card that I had to dump on eBay because it wouldn't support *2D* DirectX games, much less 3D. Quake 3 looked and played great on the card.

      It would be great to have an unsupported way to play games on pro cards even on Windows.

    22. Re:Nice... by paule9984673 · · Score: 0
      With games like Quake3 fps aren't so much about what the eye can detect. With fast mouse movements in competitive gaming every little increase in responsiveness can make a difference.

      95 fps vs. 100 fps might not really be an issue but you can feel 70 fps vs. 90 fps (both well above what the eye can detect) when doing precise aiming.

    23. Re:Nice... by Com2Kid · · Score: 1

      Thanks for the compliments. :) Normaly I get flamed to hell for saying "such stupid things."

      ::sigh::

      Sad times when advocating honest gets a person flamed at. :(

      With WindowsXP being what Microsoft seems to be forcing OEMs to install on all new computers now days, software companies might want to seriously consider switching over compleatly to MSI now. Though as I recall it requires an update to the system on many Windows9x machines.

      doh, gotta go, no time to spellcheck. :(

    24. Re:Nice... by drzhivago · · Score: 2, Informative

      As a Mac guy, you should know the main problem with ports and the Mac. It is not Direct3D. Mac porters know how to go from Direct3D to OpenGL or RAVE, etc. The problem lies with DirectPlay instead, and has caused many Mac ports to be network incompatible with their Windows counterparts. DirectPlay isn't very difficult to use on Windows, which is why it is widely used. And annoying for Mac gamers.

      And as to your question about it being comparable to Wine (you mean Wine, and not VMWare right?), the answer is no, it isn't. It is source-code compatibility rather than binary compatibility. The code will need to be natively compiled to run on that platform. The only benefit is that you don't have to rewrite the 3D code because doesn't support Direct3D (only version 8). Wine uses the native Windows application.

      Greg

    25. Re:Nice... by drzhivago · · Score: 1

      This sentence:

      The only benefit is that you don't have to rewrite the 3D code because doesn't support Direct3D (only version 8).

      Should be:

      The only benefit is that you don't have to rewrite the 3D code because (platform of your choice) doesn't support Direct3D (only version 8).

      Slashcode doesnt like greater than and less than tags even with plaintext!

      Greg

    26. Re:Nice... by JabberWokky · · Score: 2
      Linux currently has the problem that there are a gazzilion different ways to access damn nearly everything. Sound cards, monitors, and so forth.

      Okay, I'm just tossing this one out to chew on for a second. Other than soundcards, there is a standardized system in Unix to handle input and graphical output. It's called X. X also has incredible extendablity built into it - the most common API people use right now was intended to be a reference implementation. Right now, the RENDER extension is bringing nice 2D effects in.

      Well, why not just build DirectX into X? (Yeah, yeah, I know - "Well, get started then", "It's not easy", "MS controls the API"). But I am serious - if DirectX *has* become a working standard, then it should be supported on *nix. And the logical place to support it would be the system that handles all I/O, including graphics and pointing devices, etc. In otherwords, X.

      Even add sound to X - sound and video network transparancy is being built into many apps now (KDE's aRts and mcop, VideoLAN, etc), but it really should be at a lower level so all X apps get it.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    27. Re:Nice... by GiMP · · Score: 2

      Wouldn't that be:

      because Direct3D doesn't support the platform of your choice? :)

    28. Re:Nice... by Anonymous Coward · · Score: 0

      they told me in my graphics class that movies run at 15 fps, which is actually approx. the limit human eyes can detect.

    29. Re:Nice... by Anonymous Coward · · Score: 0

      who can't and don't care about MS standards - they use actual, community defined standards, like OpenGL.

      ...and what is that they say about the Cammal being a horse designed by community...

      But I ask you this, how the fuck is it a community standard if 97% of PC's out there don't abide by the standard?

      It's like watching a marching band with everyone in-step insted of one person, and the one person's parents turn around to the other parents and say "My son is the only one in step, all the other children are out of step.

      You open source zellots are kind of funny really.

    30. Re:Nice... by egreB · · Score: 1

      Thanks for the compliments. :) Normaly I get flamed to hell for saying "such stupid things."

      Wich kind of proves your point.. (-8

      Sad times when advocating honest gets a person flamed at.

      Sad, but true.

      doh, gotta go, no time to spellcheck.

      Naa.. Who needs spellchecking? I'm not a native english speaker (norwegian!), but who cares about spelling? (-8

      Anyway, keep up the good work!

    31. Re:Nice... by spitzak · · Score: 2
      I agree with this.

      Also X seriously blows when even new input devices are considered, and these are things that were well known even when X was being designed (back then most graphics workstations had a bunch of dials and toggle switches and joysticks). The XDevice interface is a typical "extension" with enormously complex controls that NOBODY uses (this should be apparent as we were forced to make the mouse wheel pretend to click buttons 4 & 5 on the mouse, this interface was better and easier to program for than XDevice and without it I doubt you would see any mousewheel support on Linux).

      GL (not OpenGL) had it pretty much right. There should be a call that is "tell me what all the devices are". Each device can produce a single value that is either a number or 0-1 true/false (ie a typical mouse is 5 devices: x, y, and three on/off buttons). Each device has a string name, and it is up to the program to figure out if a device is interesting (ending horizontal things with x and vertical things with y and other pseudo-standards would make this almost transparent to the user). The program can then say "I am interested in this device" and it now gets an X event every time that device changes value. SIMPLE!

    32. Re:Nice... by rapid+prototype · · Score: 1

      Wildcat, same here. too bad they won't either write a Direct3D driver or release detailed specs. and yes, anything openGL looks GREAT on the card.

      -rp

    33. Re:Nice... by sg_oneill · · Score: 2

      Actually GL is indeed a proprietry "standard", but it's generally treated , and to a degree allowed to behave as a standard. Of course DirectX is not a standard if only one platform supports it.

      --
      Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
    34. Re:Nice... by Com2Kid · · Score: 2

      "Other than soundcards, there is a standardized system in Unix to handle input and graphical output. It's called X. X also has incredible extendibility built into it - the most common API people use right now was intended to be a reference implementation. Right now, the RENDER extension is bringing nice 2D effects in."

      X is complicated. Hell we all know X is complicated. What is needed is a BeOS like system, or whatever else you may choose.

      X is nice, but, uh, isn't it time for Y? Or Z? Or something? I mean standards have to be updated sooner or latter. There is a reason why nobody is using B any more, it was supplanted (rather quickly :) ) by C. Of course C is far superior to B, which had many shortcomings, while X is a good system the fact is that it can indeed be improved.

      Ah, what the computing world REALLY needs though is some sort of cross platform driver set though. :( Give each device a 512K, 1024K, or 2048K ROM chip (Flashable or not, whatever) that can store a base driver that all platforms can then interpret.

      Of course getting ANYBODY to agree to this would be a MAJOR pain.

      Microsoft benefits from devices only working on their platform, and a good part of the rest of the computer community is highly unwilling to subscribe to any standard that The Beast Of Redmond also agrees to.

      But still, it would make like SO much simplier, and FINALLY allow for TRUE plug and play. (drivers? What drivers? Your video card, sound card, modem, NIC, etc, would all work once plugged in with no fuss what so ever.)

      The way such a driver system would most likely work is that it would provide an abstraction layer for the drivers to work on (thus allowing for the platform independency)and then interpret (yes I used a bad bad word. :) ) those drivesr for that platform. The drivers would only have to be interpreted the first time the device was plugged in (and you mine as well spend some time doing it, heh) and then they would Just Work Damnit.

      (basically I am saying write drivers in Java, C#, whatever. ^_^ Not likely Java, can Java even DO things like that??? I mean one device all platform type of a thing, heh. Obviously a custom language would need to be developed, since compatibility would come first.)

      Now each platform would THEN be dependent upon providing the driver interface panel and such.

      The driver would say

      "Give them a Gamma Adjustment option with Settings Such And Such, This and That, and So on And So On." and the individual OS, err, GUI, would be responsible for providing the controls.

      Hell even a text based console interface would work, it would just pop up a message saying "heya, buddy, edit this text file here, when your done run this script file and your setting will be loaded".

      The idea would be that I could plug in ANY device to ANY computer and have it work, just so long as the connectors matched up. :)

      No more printer issues, no more scanner issues, no more d*mn friggin driver CDs (heh).

      Anyways, just an idea, it would be hard to implement and performance would likely take a significant drop (serious limits would be put on hardware based optimizations, since even just putting in flags saying that such and such section of the code is for the Windows plateform and what not would in itself start to cause driver developers to once again start writing for that one platform. . . .), but darnit the pay off would ROCK.

      (and the desire to keep the additional cost of the ROM chips down would also hopefully encourage companies to stop writing TWENTY FRIGGIN MEGABYTE driver files! What the HELL is up with that????? SHIT. That sucks. A lot. Nobody should not have to wait an hour to download drivers. . . ever. . . . Grrr. ::starts swearing in Creative's general direction:: )

  4. Big Step by Renraku · · Score: 2

    Not sure if other parts of DirectX work under Linux/MacOS, but this is certainly a big step for them. If they can get some DirectSound wrapper up and running, Linux/MacOS users would almost be home free to play Windows games. Only a few more things would have to be done.

    --
    Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
  5. what license by Anonymous Coward · · Score: 0

    What license is this under, dare I ask.

    1. Re:what license by Anonymous Coward · · Score: 0

      Excellent question, I'm eager to know too. Because if it's under GPL, I considere it a sad (partial) waste. Still good for open-source games, that would close all door for any viable commercial use...

      In fact, is it possible that the source is "open" without any license ? Like no restriction, here's the code, do what you want !

    2. Re:what license by Anonymous Coward · · Score: 1, Informative

      If it's under the GPL, commercial game vendors could still buy a non-GPL license from the authors. No problems there.

    3. Re:what license by Anonymous Coward · · Score: 0

      Ok, great, thanks for the info ! That make sense...

    4. Re:what license by Anonymous Coward · · Score: 0

      here's the code, do what you want ! Looks like the BSD license, no ?

    5. Re:what license by Anonymous Coward · · Score: 0

      *
      * File : d3dx.cpp
      *
      * Description : Direct3D 8 Wrapper
      *
      * Copyright © Realtech VR 2001
      *
      * Permission to use, copy, modify, distribute and sell this software
      * and its documentation for any purpose is hereby granted without fee,
      * provided that the above copyright notice appear in all copies and
      * that both that copyright notice and this permission notice appear
      * in supporting documentation. Realtech makes no representations
      * about the suitability of this software for any purpose.
      * It is provided "as is" without express or implied warranty.
      *

      BEEP !
      Lameness filter encountered. Post aborted!
      Reason: Please use fewer 'junk' characters.
      BEEP !

      stupid lameness filter!

      367856571897693845982476905275097240896790854w70 59 87038927986278967258726785265892697852689292789268 76278925789628962789698659527895629762598167896798 16789985475268967592865289595269862759869126926893 27969431697856317896138964897613891698163489165467 85496895684785567968757895654986589658968576596589 54696578567856578587457865875586585678578567857815 38671453789672956798234678954276892746892576895277 82654789627897658976892679785278629786789262789657 89265927868276582765782657826875617851875781654817 36456785416581678167851267

    6. Re:what license by spt · · Score: 3, Funny

      Picking a file at random (dsetup.h) shows


      *
      * Copyright (C) 1995-1997 Microsoft Corporation. All Rights Reserved.
      *
      * File: dsetup.h
      * Content: DirectXSetup, error codes and flags


      so, whatever license the DirectX SDK comes under I guess.

  6. Implementation into Wine? by XRayX · · Score: 2

    I'm not very much into Wine Development, but it should be possible to integrate parts of this into Wine. If it's possible, then Linux DirectX Gaming Heaven isn't too far away, even without WineX...

    --
    Boycot? Blackout? Subscriptions?
    I don't care!
    1. Re:Implementation into Wine? by JM · · Score: 1

      The Transgaming folks already have a pretty good DirectX 7 implementation. I would love to see this project merged with theirs!

  7. DirectX wrapping of OpenGL -- too slow? by slithytove · · Score: 4, Informative

    I'm a game developer working on the Nel platform. I've only dealt with app level code so far, but from my few perusals of the lower levels of the library and my browsings of simple directx code, it seems as if the complexity would make for pretty slow and buggy engines.
    Extra layers obviously have that property in general, but I see it as the wrong place to create that cross compatability. The nevrax team has said in the past that they have designed the system to be able to replace the OpenGL bindings with DirectX or gamecube api (what is gc api like?)
    I hope that more developers will build games based on Opensource engines as our company is (in-orbit.net)- it has saved us a lot of money and allowed us to focus on gameplay and uniqueness.

    1. Re:DirectX wrapping of OpenGL -- too slow? by dair · · Score: 5, Informative
      I've only dealt with app level code so far, but from my few perusals of the lower levels of the library and my browsings of simple directx code, it seems as if the complexity would make for pretty slow and buggy engines.
      Probably not - my day job for the last 6 months was the Mac port of Black & White, and we wrote a similar D3D->GL shim for that. Mapping from one API to the other is fairly straightforward, and the most expensive part of both is simply shoving the geometry/texture data down from the app to the API (assuming you cache out redundant state changes).

      It doesn't really matter if that goes down through DrawPrimitive (D3D) or glDrawElements (GL): if that's your bottleneck, the cost is pretty much the same either way.

      -dair
    2. Re:DirectX wrapping of OpenGL -- too slow? by mfos.org · · Score: 1

      It really depends on how close each API is to the other, with something like this, very little translation would be needed, most of the code would be thunks.

    3. Re:DirectX wrapping of OpenGL -- too slow? by Anonymous Coward · · Score: 0

      Sure its easy to write a layer for a single use, but for general usage? Very hard.

    4. Re:DirectX wrapping of OpenGL -- too slow? by MrResistor · · Score: 2
      I suspect that, at least in the Linux case, any performance hit could be made up for by killing the GUI when/before starting the game, thus giving the game access to resources it wouldn't have under Windows. Not really sure how much of a difference it would really make, though.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    5. Re:DirectX wrapping of OpenGL -- too slow? by deppe · · Score: 1

      I work with commercial game engine for a living, and it along with others really seem to go for the idea of replaceable renderers instead of tying the finished game to one specific output target such as OpenGL or Direct3D.

      Most games use their own data structures for things like animation, meshes, BSP trees and terrain anyway, so adding an pluggable rendering hook a bit further up the rendering pipeline that does the conversion to the actual rendering primivites and API data types seems like a smarter solution than relying on anything like the hack these guys have come up with.

      As another poster mentioned, it will be more interesting to see how they'll tackle the COM problems than to see if they'll succeed with the emulation stuff.

    6. Re:DirectX wrapping of OpenGL -- too slow? by Anonymous Coward · · Score: 0

      Some people might object to your game killing their window manager for almost no performance gain. This is just a hunch.

  8. SDL integration by moebius_4d · · Score: 5, Interesting

    It would be useful to (re)build this on SDL so that they don't have to re-invent the wheel for audio, 2D, etc. (all the non D3D parts). Already SDL allows (hell, requires) you to call OGL directly when you need 3d accel. So by implementing their calls as an SDL layer they would lose nothing and gain a very nice cross-platform layer.

    1. Re:SDL integration by Jacek+Poplawski · · Score: 1

      It would be useful to (re)build this on SDL so that they don't have to re-invent the wheel for audio, 2D, etc. (all the non D3D parts). Already SDL allows (hell, requires) you to call OGL directly when you need 3d accel. So by implementing their calls as an SDL layer they would lose nothing and gain a very nice cross-platform layer.

      I don't understand what exactly will you gain. Direct3D -> OpenGL wrapper can be useful for emulator, so you can run already written Direct3D games in Linux. But when you write new game - you can choose SDL with OpenGL, so wrapper is useless.

    2. Re:SDL integration by EugeneK · · Score: 0

      I think the poster meant that it would be nice to have a generic translation layer for all of Microsoft multimedia API's to SDL, since SDL is a general multimedia library covering sound, 2D graphics, 3D graphics (which would be a call into OpenGL as the poster says), movie playback, etc.

    3. Re:SDL integration by fferreres · · Score: 1

      If I am correct, which i NEVER am (based on karma), it'd make sense for easy porting of all parts of DirectX apps. That is, for 3D alone it wouldn't make sense, but games already use DirectDraw, DirectSound and DirectWhatever so it could make sense to access all the emulation layers through DSL.

      --
      unfinished: (adj.)
    4. Re:SDL integration by Cuthalion · · Score: 4, Informative

      SDL provides kind of a minimal interface, which makes it really easy to pick up and learn. If you want to expose / accelerate all the features that DirectX does, you'd need a significant rewrite or extension of the SDL API.

      Just to provide one example (there are many others): In DirectDraw when you're blitting a sprite, you have the option of flipping it horizontally. There's no way to do that with SDL - you have to store two copies of your sprites if you think you'll want to blit it facing the other way. Or do it by hand each blit, but then you're not geting HW accel.

      Now this may be a concious design decision. A complaint I have about DirectX IS that it's interface is sort of boroque. For the most simple of blits, there's a lot of unused parameters, which is kind of irritating, and makes the code harder to read and the interface harder to learn. My initial reaction to SDL was "This is great - it's so easy!" until I started noticing not-so-advanced features that are missing. I've basically concluded that if I want any kind of powerful 2d support I might as well just use OpenGL directly rather than fuck around with SDL's hamstrung (but admittedly very easy to use) interface.

      So the upshot: DirectX is a proper superset of the SDL functionality, so writing an SDL plugin for directx would be a losing proposition at best (never minding the issues of adding a second, or on some platforms, third, layer of abstraction in what is already a time-critical interface)

      ps: don't even get me started on SDL_mixer

      --
      Trees can't go dancing
      So do them a big favor
      Pretend dancing stinks!
    5. Re:SDL integration by CoughDropAddict · · Score: 3, Insightful

      SDL provides kind of a minimal interface, which makes it really easy to pick up and learn. If you want to expose / accelerate all the features that DirectX does, you'd need a significant rewrite or extension of the SDL API.

      SDL has had the ability to create OpenGL contexts for a long time. And we're talking about Direct3D, not DirectX, so the DirectDraw example doesn't apply.

    6. Re: SDL Integration by Anonymous Coward · · Score: 0

      I don't know if the poster who made all the negative comments about SDL notice the /simple/
      in Simple Direct-Media Layer.

      It is an admitedly simple library, but it works great for many projects like PyGame, a port of SDL to the Python programming language. And that library has been used to make several, in my opinion high quality 2D games, both open and closed-source.

      To find out more about the Python programming language:

      http://www.python.org

      To find out more about SDL:

      http://www.libsdl.org/

      To find out more about about PyGame:

      http://www.pygame.org

      To see some of the games created with Python and PyGame:

      http://www.pygame.org/projects#games

      Once again, I think most of you will think atleast some of these games are good for a 2D game. So if the previous poster was having trouble making games with SDL I think the fault was more with him than SDL. I know from experience, a bit anyway of dabbling with PyGame, and I still dabble with python all the time. -)

      Sorry, didn't feel like creating myself an account,

      -AC

    7. Re:SDL integration by Ozx · · Score: 0

      Actually if you bothered to read the parent of the post you're responding to, they mean all of DirectX... These people may only be working on a Direct3D wrapper, but that was a criticsm the parent of the post you replied to was making; that it was just Direct3D...

      In response they simply said, "Hey, SDL doesn't offer everything needed to make a decent wrapper for DirectX!"

      In the future you should use that +1 more conservatively, since your response is off topic at best, or just another troll with a +1...

    8. Re:SDL integration by CoughDropAddict · · Score: 2

      Actually if you bothered to read the parent of the post you're responding to, they mean all of DirectX... These people may only be working on a Direct3D wrapper, but that was a criticsm the parent of the post you replied to was making; that it was just Direct3D...

      Re-reading the original message, I can see how you interpreted it that way, and perhaps that's what the poster meant. It was ambiguously written, however, and this was my reading:

      "Wow, using this Direct3D wrapper would be great for writing games! But it only provides 3d functionality, I'd like to be able to use SDL for the rest. I hope they integrate these wrappers into SDL so that I can use Direct3D calls for 3D and regular SDL calls for the rest."

      In the future you should use that +1 more conservatively, since your response is off topic at best, or just another troll with a +1...

      Your implied belief that /. comment ratings have some kind of sanctity that needs to be protected is quite amusing (a quick sample of the god-awful "jokes" rated +5 funny is more than enough to purge me of any "guilt" for using a +1 by default). Being called off-topic for directly replying to a parent's subject matter is even better. But the very best is being called a troll by someone whose comments default to Score:0. Thanks, you've made my day.

      See sig. Consider #3 dedicated to you.

    9. Re:SDL integration by Ozx · · Score: 0

      Just so long as you reserve #1 for yourself, you may go about your child molesting ways...

      Look how you've abused that +1 by being completely off topic, now... Such blasphemy! Fear my moderation!

  9. erf by Anonymous Coward · · Score: 0

    to help porting the wrapper to Linux and MacOS.
    It's interesting why the wrapper might need porting since OpenGL is what we call source-portable...anything that's legal openGL will work any openGL environment. So what's platform-specific in this code?

  10. The absurdity of it all... by Anonymous Coward · · Score: 0

    Let's see now. OSNews posts news items, original news content, and interviews, and has a commenting system.

    Slashdot posts news articles from other sources, often late, often without any sort of fact checking, and often multiple times, and has a commenting system.

    Instead of commenting on this article at OSNews, where readers are more likely to be knowledgable, slashdot readers will comment on it here, including the obligatory trolling, crapflooding, windows bashing, karma kissing, and displays of ignorance.

    Interesting.

    1. Re:The absurdity of it all... by Anonymous Coward · · Score: 0
      Bitch and moan, bitch and moan....

      So why are you over here posting these obligatory offtopic and flamebait comments?

    2. Re:The absurdity of it all... by Anonymous Coward · · Score: 0

      Because that's what slashdot is for!

  11. Open Source Direct 3D Wrapper Means by Thakandar2 · · Score: 1

    ... one step closer to no dual boot for Counter-Strike and Starcraft.

    1. Re:Open Source Direct 3D Wrapper Means by CaffeineAddict2001 · · Score: 1

      Half-Life has OpenGL drivers. If memory serves me correctly, Half-Life is a modified Quake2 Engine which is already in linux. There should be very little holding back from making a port of half-life to linux ( if it hasn't already been done) Starcraft on the otherhand uses mostly DirectDraw. Which DirectX 8 doesn't even contain.

    2. Re:Open Source Direct 3D Wrapper Means by Anonymous Coward · · Score: 0

      Do you actually play CS in D3D mode? You gotta be in the 1% group then :)

      CS in D3D sucks hard as it was written for DirectX 5.x

    3. Re:Open Source Direct 3D Wrapper Means by Lukey+Boy · · Score: 1

      I've been playing Starcraft for over two years under Wine. You should try it out.

    4. Re:Open Source Direct 3D Wrapper Means by praedor · · Score: 2

      Sheesh. Has NO ONE heard of WineX? Mandrake Gaming Edition (incorporating WineX from Transgaming?). Take a look at the list of games that work with WineX. It is impressively long - and it already incorporates a lot of DX8 support in it. There is more wine than that bottled at winehq.


      Winehq DOES benefit from Transgaming's work, by the way.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    5. Re:Open Source Direct 3D Wrapper Means by Anonymous Coward · · Score: 0

      DirectX 8 doesn't have DirectDraw? I guess someone better tell the guys at microsoft so they can take out ddraw.dll, ddrawx.dll, and the DirectDraw Test from DXDiag... I am not a programmer, but little things like this make me think that you are wrong...

    6. Re:Open Source Direct 3D Wrapper Means by crivens · · Score: 1

      So far I've had zero success with winex for games. Nothing works for me, although I don't have Windows installed, so I'm stuck with installing games through winex. Half-Life won't install through winex for example. Winex is too immature to be worth trumpeting just yet. I think anyone who loves DirectX would just laugh at the state of Winex.

    7. Re:Open Source Direct 3D Wrapper Means by egreB · · Score: 1

      If memory serves me correctly, Half-Life is a modified Quake2 Engine which is already in linux.

      As far as I know, memory serves you quite well. And yes, I've seen Half-Life Counter Strike under Linux. There's even a nice HOWTO. Don't remember the URL, but a google probarbly finds it. As an other poster implies, Starcraft runs under Wine.

    8. Re:Open Source Direct 3D Wrapper Means by _Bean_ · · Score: 1

      Counter-Strike already uses open-GL and Starcraft has never used direct3d......

    9. Re:Open Source Direct 3D Wrapper Means by jhamm_ccs · · Score: 1

      They removed direct draw from DX8, however DirectX as a whole (as a COM object) maintains everything from DX1-DX7 for backwards compatability. That is why you can run starcraft after upgrading to DX8. It continues to use the old calls, and does not need to worry that there are now more calls.

    10. Re:Open Source Direct 3D Wrapper Means by lunatik17 · · Score: 1

      Yes, half-life supports OpenGL, and runs great under wine with only a few tweaks. The main menu looks like crap, probably because it uses DirectDraw or something like that, but the game itself actually runs faster under Linux with Wine than it does natively under Windows.

      --

      Here's my DeCSS mirror, where's yours?

    11. Re:Open Source Direct 3D Wrapper Means by praedor · · Score: 2

      Which version(s) of WineX have you tried? There has recently been the 1.0-2 (which shipped with Gaming Mandrake, and now there is 1.0-3 beta-ish/tester.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    12. Re:Open Source Direct 3D Wrapper Means by Ozx · · Score: 0

      You're both wrong... Half-Life is in fact based upon Quake, not Quake 2... Valve licensed Quake 2 much to late for it to be of use to them, after having already missed their first intended deadline... The only way in which you can run Counter Strike in linux is via Wine, and it doesn't do a good job...

      If you actually bothered to follow these things before pretending to be knowledgeable enough to post about them, you'd have read several articles from various parties of Valve explaining 1) That Half-Life is not based on Quake 2 and 2) Why they won't port Half-Life to linux...

    13. Re:Open Source Direct 3D Wrapper Means by Anonymous Coward · · Score: 0

      Btw, only losers play Counter Strike nowadays - Strike Force is the way to go!

    14. Re:Open Source Direct 3D Wrapper Means by egreB · · Score: 1
      Sorry, I forgot to mention that CounterStrike only runs under wine, like you said. But it runs pretty well - there's one tutorial at http://www.cs.4players.de/cs_linux_02.php3 (and I've seen others).

      As for the HalfLife/Quake{1|2}-thing, you'll have to direct me to URLs to convince me.. Sorry, but I'm still pretty sure it's built upon Quake2. Take a look at http://www.mobygames.com/game/view_review/platform Id,3/reviewerId,260/gameId,155/. It states, and I quote,
      Blazingly fast game play based off the Quake2 engine. Great graphics and sound. Half-Life really distinguishes itself from Q2 by having a really compelling and immersive story.
      This will probarbly backfire on me, as I don't count this to be a reliable source - but it shows that it's a popular thought.

      No, wait. Sorry. My fault. I found this quote as well:
      The Half-Life Technology

      Half-Life is based on the Quake(tm) engine by ID Software, with Valve's own enhancements to the engine, such as 16-bit and 24-bit color and MMX support, as well as being developed to take full advantage of 3dfx's Voodoo2. Half-Life is based on a whole new level of proprietary technology creating a extremely rich and original gaming experience.

      Thanks for letting me know! (-8 See what a good /. discussion can do!
  12. good news.. by Suppafly · · Score: 2

    This seems like good news for those of still stuck with 3dfx brand chipsets..

    1. Re:good news.. by BrookHarty · · Score: 2

      not reslly, the cards do ok in directx already, its opengl that they have a hard time on.

      Most 3dfx users (I have a voodoo5) use WickedGL drivers for opengl games.

  13. My Linux box is not a toy by Anonymous Coward · · Score: 0, Redundant

    As a long time Linux user, I strenuously object to this direction for my preferred OS. My Linux box is not a toy, and it shouldn't be used as such!
    Linux has succeeded so well because of (until recently) the complete lack of frivolous chrome that bogged down other once-noble systems like DOS. I grudgingly accepted a simple window manager as an occassionally useful tool, but knew full well that some people would get totally carried away with it and force these resource-hog abominations on us like KDE, Gnome and TWM. Serious computing is done with the command line, OK?

    It's only gone downhill since that first X server started working with Linux. I've never liked the idea of Wine to begin with. I mean, who the hell wants to run some windoze app on something like Linux? What the hell is the point in that? You know why people do it? Because they're too stupid to learn Emacs or Vi and they need they're precious Word!

    Look, people, Linux is a serious tool for people doing serious work. If you can't figure out how to use it then stay the hell away from it and stop trying to corrupt it with your damn eye candy!

    I can't believe people have polluted Linux with some Microso~ game API. The Linux we have all come to know and love is dying, and I think it is an absolute shame.

    1. Re:My Linux box is not a toy by WinterSolstice · · Score: 0, Offtopic

      What is, exactly, your point? Are people removing your apps from the source tree? Are you unhappy because some developers like to write GUI apps (like XMMS, Lynx, etc )?

      If you aren't getting your apps removed, then just don't load X. It's not hard, and since your probably compile your kernel from source, just don't include anything!

      I happen to use AIX, BSD, and Linux daily. My favorite part of Linux is that anyone can write anything they want for it! I can use most of my home toys ( like the AD&D character generator ) without rebooting into Windows, and I can still use ssh, telnet, cat, grep, awk, sed, cvs. Isn't this the whole idea?

      -WS

      --
      An operating system should be like a light switch... simple, effective, easy to use, and designed for everyone.
    2. Re:My Linux box is not a toy by spectecjr · · Score: 0, Offtopic

      As a long time Linux user, I strenuously object to this direction for my preferred OS. My Linux box is not a toy, and it shouldn't be used as such!
      Linux has succeeded so well because of (until recently) the complete lack of frivolous chrome that bogged down other once-noble systems like DOS. I grudgingly accepted a simple window manager as an occassionally useful tool, but knew full well that some people would get totally carried away with it and force these resource-hog abominations on us like KDE, Gnome and TWM. Serious computing is done with the command line, OK?


      I'm sure that the Enlightenment folks would be very upset by your characterising their efforts as a "complete lack of frivolous chrome".

      --
      Coming soon - pyrogyra
    3. Re:My Linux box is not a toy by Anonymous Coward · · Score: 0

      That's pretty funny. Linux is in fact probably the biggest toy OS there is. It's certainly the biggest toy UNIX there is...

    4. Re:My Linux box is not a toy by sbrown123 · · Score: 1

      Ive always been curious were all the die-hard DOS fans went to when Windows took over the PC. Now I know! Luckily anti-GUI believers are a minority even in Linux so that good quility X-apps have come into existence.

      GUIs make life easier. New functionality can be aquired quicker than having to learn 20+ command line arguments for each new piece of software.

      Dont get me wrong, I still have to go time and again to a terminal window to do something in Linux. But if this manual work could be made less frequent with better software Im all for it.

      If you are thinking about helping with this open source Direct3D port, maybe you might want to check out SDL. It already works cross platform and could use your skills. (www.libsdl.org).

  14. Count the milliseconds . . . by Anonymous Coward · · Score: 1, Insightful
    . . . until Microshaft sends out the C&D letters and unleashes the hounds. Mirror the source far and wide, before it's too late.

    ~~~

  15. Validating DirectX by October_30th · · Score: 0
    Why the hell should the DirectX be "validated" when we have a superior and more open 3D infrastructure in OpenGL?!

    I'm beginning to suspect that along with the .NET/Mono fuckup this is yet another Micro$oft's dirty embrace-and-extend covert campaign. Get them on board and then... screw them royally!

    --
    The owls are not what they seem
    1. Re:Validating DirectX by Anonymous Coward · · Score: 0

      D3D is a unifying force for evolving 3D hardware, without it competition in 3D hardware would be nowhere as fierce as it is now (and IP battles would be the order of the day). OpenGL and D3D might keep eachother honest, but all in all D3D does a lot more for my bottom line ... since I can warez my software but not my hardware :)

  16. predictions. by Penguinoflight · · Score: 0, Redundant
    here's the comments...
    • how good this is for developers
    • how this wont effect users who want to play games
    • how Linux is SOO behind the times, because windows had directx 8 almost a year ago.
    • [flamewar]

    of course by this time, the whole thing will be a flamewar back and forth, and this post will be part of it.
    --
    "And we have seen and do testify that the Father sent the Son to be the Savior of the World"
    1 John 4:14
  17. Direct3D and the Mac by feldsteins · · Score: 4, Insightful

    I have always viewed Direct3D as a Really Bad Idea for the Macintosh platform. I mean, that's all we need is to hitch our 3D waggon to Microsoft. We'd always be a version behind, some features would never be implimented, etc. And then when all game manufacturers were using D3D, whoops! Microsoft isn't supporting D3D on the Mac anymore.

    Even some game developers I have spoken to seemed pretty positive about the idea. "if only we could do D3D," they said. I think otherwise for the reasons stated above.

    And what does this new "wrapper" mean to us? I hope it doesn't mean that Game developers or porting companies don't bother with the OpenGL conversion (when necessary). For if this turns out to be the case I fear the sceneario above may come to pass in the long run. Bottom line is, this scheme seems to still leave 3D on the Macintosh platform vulnerable to the whims of MS.

    --
    You like your Macintosh better than me, don't you Dave? Dave? Can you hear me Dave?
    1. Re:Direct3D and the Mac by imac.usr · · Score: 2
      Bottom line is, this scheme seems to still leave 3D on the Macintosh platform vulnerable to the whims of MS.

      It may already be too late to prevent that, I'm afraid.

      --
      I use Macs for work, Linux for education, and Windows for cardplaying.
    2. Re:Direct3D and the Mac by Anonymous Coward · · Score: 0
      WHAT 3D WAGGON???

      Ahem. You apparently didn't get the memo couple years back in which Jobs pledged his troth and butt-vassalage to Lord Gates forever. That's unfortunately led you to make embarrassing comments in public. Well, you can thank me later but this is your wakeup call.
      It's over dude. Long since over.

    3. Re:Direct3D and the Mac by Anonymous Coward · · Score: 0

      Here's the easy fix -- Find a way to get the combined Mac and Linux desktop marketshare up to 25% to 50%

      Now you are no longer vulnerable to the whims of MS!

      Can't do that? Then live with ports of all your software. In that case, a Direct3D implementation for the Mac is a good thing.

    4. Re:Direct3D and the Mac by feldsteins · · Score: 1

      I think you are confused.

      1. 100 mil of non-voting stock doesn't mean MS "owns" anyone or anything. It amounts to a gesture only.

      2. The agreement where MS promises to make Office for 5 years if Apple promises not to sue for ripping them off in the UI department hardly amounts to anyone "owning" anyone else.

      3. I'm not at all referring to some OS rivalry or competition here. In that sense, yes, it is "over." What I'm getting at is that Apple has a good thing going with OpenGL. They'd be worse off with Direct3D. Simple as that.

      --
      You like your Macintosh better than me, don't you Dave? Dave? Can you hear me Dave?
    5. Re:Direct3D and the Mac by egreB · · Score: 1

      This is extremly OT, but..

      ..that's about the best .sig I've seen on /... Great movie, great platform (-8 Keep up!

    6. Re:Direct3D and the Mac by schwatoo · · Score: 1

      Unfortunately (or fortunately IMHO) it's already happening. Mac game porting companies are forced to implement their own D3D workalikes. I like the fact we have an OpenSource alternative though. Gives me something to play with.

      --
      I have trouble with passwords among other things.
    7. Re:Direct3D and the Mac by Anonymous Coward · · Score: 0

      I have always viewed Direct3D as a Really Bad Idea for the Macintosh platform. I mean, that's all we need is to hitch our 3D waggon to Microsoft

      Yeah, common API's suck especially when its the API that is used for about 95% of all the games sold. Wait a minute, that's a good thing isn't it? It only sucks when Microsoft's name is on it.

    8. Re:Direct3D and the Mac by feldsteins · · Score: 1

      No it sucks when a company who is perfectly willing to "leverage" it's technologies in order to increase marketshare and profits is in control of it. Surely you realize that D3D would always be at least one version behind the Windows one and that some features possibly would never be implimented. And then there's always the possibility that MS could discontinue the product leaving us with NO 3D API that is in use by developers. But surely you read my original post.

      --
      You like your Macintosh better than me, don't you Dave? Dave? Can you hear me Dave?
  18. Doesn't Wine already have such a thing? by Anonymous Coward · · Score: 1, Interesting

    Doesn't Wine already have a DirectX native library that can be used without Wine?

  19. What about WINE? by Anonymous Coward · · Score: 3, Informative
    It appears that this project,
    ("Direct X 8 port only support DirectX Graphics. The DirectX Graphics for BeOS is an OpenGL wrapper for the Microsoft® Direct3D API. Application written in Direct3D 8 will be able to compile on BeOS platform. At execution, the Direct3D 8 functions will be converted into the OpenGL ones with a minimal performance loss.

    is a subset of WINE.
    After all, The Sims uses DirectX and works over WINE. (I'm sorry, I can't find a link.)

    1. Re:What about WINE? by Wildcat+J · · Score: 1

      The difference here is that WINE runs the Win32 executable and emulates the API hooks that DirectX uses, whereas this DirectX to OpenGL wrapper port provides a library for building native [platform X] executables against the DirectX API. This is more for source-level as opposed to binary-level portability.

    2. Re:What about WINE? by JM · · Score: 1

      The link is TransGaming.com.

      However, they only support DirectX 7, while this new project supports DirectX 8. TransGaming supports very few games because most new ones require DirectX 8 support.

      I'm sure we'll see a merge somewhere, and it will simply Rock! And I'll be glad to invite them at MandrakeSoft again so we can have a Mandrake Gaming 9.0 ;-)

    3. Re:What about WINE? by MikeTheYak · · Score: 2

      Actually, Transgaming had to create a custom version of The Sims to get it to work. Unfortunately, it's not straight emulation.

      http://www.transgaming.com/gamefaq.php?gameid=9 (see the question about running the Windows version of The Sims and the one about expansion packs)

  20. Re:Fags by Anonymous Coward · · Score: 0

    blah blah shut the fuck up

  21. A good idea? by tempest303 · · Score: 3, Insightful

    Is this really such a hot idea? Compatability is cool, but wouldn't developers' time be better spent improving or coding for OpenGL?

    1. Re:A good idea? by Mr.+Sharumpe · · Score: 2, Insightful

      Is this really such a hot idea? Compatability is cool, but wouldn't developers' time be better spent improving or coding for OpenGL?

      It doesn't really matter - games are already coded with DirectX, and OpenGL already exists. If it is not the best thing (or, rather, the MS thing) the majority will code to DirectX. If you want their games, you have to use the API they use. I don't they will switch to OpenGL even if there are some improvements, because DirectX will always be tied in to Windows more closely than any third-party API.

      Mr. Sharumpe

      --
      -- The above comments are just my opinion. If you are going to flame me, save your time. I am fireproof.
    2. Re:A good idea? by linzeal · · Score: 1

      Open GL needs to move into the 2.0 spec on the hardware side. Directx8 already has.

    3. Re:A good idea? by cavemanf16 · · Score: 1

      It is if it means that suddenly all of those games programmed for Direct3D that run in Windows can now be used in Linux or other OS' using Wine and this util. Basically, it makes more programmers/developers available for developing new OpenGL programs, and fewer wasting time porting OpenGL apps to the more powerful, more configurable, OpenSource alternatives out there. The only thing stopping me from adopting Linux completely is a solid financial program like Quicken2k (which I know, isn't the best, but it's good), and the ability to play DirectX games in X...

    4. Re:A good idea? by Cuthalion · · Score: 1

      GRAAAAAH!!!

      Open Source Programmers are not fungible!

      --
      Trees can't go dancing
      So do them a big favor
      Pretend dancing stinks!
    5. Re:A good idea? by Zog · · Score: 1

      As it is with open source, people do stuff because they want to. In general, they don't get paid for their work. So, as a result, the response to people telling them to do something else with their time will be something along the lines of 'I'm doing this because I want to do this; I would be doing that if it's what I wanted to do, but it's not.'

      Also, improving OpenGL wouldn't help them in achieving what appears to be their objective - they want to play D3D stuff on non-win32 systems. Or, if not that, to just do it because they could (along with the general 'Hey MS, guess what? I just ported your API to someone else's backend!')

  22. SDL/OpenGL vs DirectX OR the end of open standards by XRayX · · Score: 4, Insightful

    I'm not sure if this is a good thing. Of course it might be great to have something like this integrated to Wine to play DirectX Games under Linux, but if the other wrappers (DirectSound/Input/Play etc.) are implemented and run something stable, me as a game developer would think twice about porting this to truly open standards like OpenGL and SDL ("Why don't use the DirectX wrapper?").
    So if you see things on the long run, this might be more a damage than a boost to native Linux/OpenSource game-development.

    --
    Boycot? Blackout? Subscriptions?
    I don't care!
  23. usefulness? by Anonymous Coward · · Score: 0

    There is still the rest of DirectX (DirectPlay, DirectInput, DirectDraw (I guess not really anymore), DirectSound, etc) to wrap. I'm not sure how this will benifit GNU/Linux, especially with DirectX 9 just around the corner.

    I guess it could be a key part of WINE, but what is really needed is game to be recompiled for GNU/Linux.

    1. Re:usefulness? by praedor · · Score: 1, Troll

      Give it up. This has been tried and has failed multiple times. idSoftware and Loki and a few others failed miserably at selling linux games for two reasons: linux users are singularly unwilling to pay for any software or they were/are unwilling to wait 2-3 months for the linux port to make its appearance on the store shelves. Thus, they buy the windoze version and don't buy the linux version when it comes out. It is over. All you get now are idsoftware releases of linux binaries that require the windoze version be purchased to supply the guts of the game. The binary is free in and of itself and isn't officially supported. It is also only done out of the goodness of their hearts.


      There is no market in linux for games as has been demonstrated again and again. I say this as someone who DID buy Loki games and would have been happy to buy idSoftware games for linux had I ever actually seen them.


      WineX is the only good way to play (windoze) games via linux. I encourage you to check out Transgaming and their WineX. If you take a look at the list of games that work, it is actually quite long (Deus Ex!). They are specifically targeting getting games to work instead of simply trying to get most other windoze apps to work. Their winex version wont run all the productivity/non-game windoze apps that regular wine or codeweavers wine will but it is VERY good at games, directx or no.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    2. Re:usefulness? by praedor · · Score: 2

      Give me a break! This is NOT a troll. I am dead-ass serious. It is also a FACT, inescapable, that NO linux game company (an now porting company) has suceeded. It is disheartening but it is VERY true nontheless.


      You can beg, call, petition all you want for companies to write native linux games but it wont work and cannot work (for the near future certainly). There is NO money in it. Ask Loki and John Carmack, fer Cthulhu's sake! You MIGHT get lucky with a couple vendors if you ask nicely for free, unsupported linux binaries for some games ala idSoftware, but anything else? Yeah right, been there, tried that, failed IN EVERY CASE.


      Troll my ass, just the ugly facts (AND I WANT/BOUGHT LINUX GAMES IDIOT MODERATOR!).

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    3. Re:usefulness? by johnnyb · · Score: 2

      There hasn't been a Linux game company. There have only been Linux game porters. If you already have a Windows machine to run your games, why on earth would you buy Linux ports after you already bought the windows versions?

      If there was a true Linux gaming company, I think we'd see different results. We'll see what happens when TuxRacer comes out.

    4. Re:usefulness? by praedor · · Score: 2

      Heh...TuxRacer?! Yes, lets have tuxracer vs Unreal II, Call of Cthulhu, Doom III (ok, Doom III being an idSoftware child will end up with an unsupprted linux binary for download), WarCraft III, and the like.


      TuxRacer may be cute but it is simply not comparable to the likes of games coming or available for doze. I understand that a subpop actually likes senseless arcade games ala centipede, etc, but come on. I can only hope that TuxRacer acts as merely a springboard for real cool, technically complex games like those mentioned above.


      I would argue that id was not just a porting operation when they dipped into the linux game market. They were developing both versions, but the linux version, by necessity, having a lower priority due to the market size, took a few months longer. This was precisely the reason it (linux games) came stillborn! Linux users were NOT willing to wait a measly 2 months for a native version. They just HAD to have it NOW and, of course, once you have the game for doze, why the hell would you pay again to get the native linux version? Linux gamers are too impatient and/or unwilling to pay for games. I love linux and the whole opensource thing but it is NOT the answer to everything and you MUST be willing to pay for good games if you want them to continue coming. Too often the overall linux crowd seems to get indignant that they can't just download a cool game for free (as if the Constitution or Bill of Rights - or equivalent - assures this should be so).


      IF linux can gain on the desktop to an appreciable extent (and it must be able to AT LEAST match the Apple market share) THEN commercial games will start to trickle in. Look at Apple! They do only have a small piece of the desktop pie and naturally, games are fewer. You expect equal to windoze treatment for linux even though it's desktop share is a fraction of Apple's? Pure wishful thinking...and not logical or reasonable.


      Gain more of a hold on the desktop and ask companies to provide linux binaries ala idSoftware. If they try to release linux boxed games, they will fail financially (see idSoftware and ask Carmack). It, of course, would be GREAT to get boxed games with Mac, Doze, and Linux binaries in the same package, on the same CD but even that is asking a lot given the desktop linux penetration to date and the examples of Loki, id, and a couple other noble attempts. I cannot hold out hope for a simplistic arcade game (TuxRacer) to somehow be the savior of linux gaming.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
  24. All I can say is... by Anonymous Coward · · Score: 0

    ...somewhere John Carmack is laughing.

  25. Allways nice.... by Otis_INF · · Score: 5, Interesting

    It's allways nice to see a v0.0.2 version of a project that tries to port COM to Unix.

    Because _THERE_ is the real challenge. Not the polypusher-code to transfer d3d calls to opengl calls. Besides the lefthand-righthand difference between OGL and D3D ofcourse.

    D3D is COM based, OpenGL is plain C. Of course, COM is just a pile of C interfaces, but still, coding D3D is using binary objects with methods and properties. OpenGL is just a global canvas with global functions. I sincerely doubt this will ever succeed for 100%.

    --
    Never underestimate the relief of true separation of Religion and State.
    1. Re:Allways nice.... by Anonymous Coward · · Score: 1, Informative

      XPCOM isn't directly compatible with MSCOM, but it is damn close, and I don't think it is far fetched to see complete interaction between XPCOM and MSCOM.

    2. Re:Allways nice.... by shawnkirst · · Score: 1

      Well, actually OpenGL is essentially a state-machine. Some parts of OpenGL do have methods/properties. Since 1.1, with EXT_texture_object for instance, each individual texture uploaded to GL can retain it's specific attributes such as clamping, texture coord generation modes, constant modulation color, mip map filters, etc.. And more recent extensions can use this such as SGIX_generate_mipmap. When set on texture objects, this tell the driver to generate mipmaps when the texture is updated.
      With texture objects, most texture related calls operate on the currently bound texture (and the currently set texture unit for that matter) and thus could be considered methods. Other extensions are using these methods and I'm sure more will follow. Like ATI's vertex_array_object extension.

      So I disagree on OpenGL just being this "global canvas with global functions". It's actually quite a complex little beast.

  26. Re:Fags by mrd98 · · Score: 0, Offtopic

    I see the anger management course is not working!!!

  27. If it means more game on Linux... by SirAnodos · · Score: 1

    then I am all for it. So in that sense, it is a good idea. Too bad they're gonna get their pants sued off by M$, though.

    1. Re:If it means more game on Linux... by Anonymous Coward · · Score: 1, Informative

      You really think that a commercial shop is going to port anything to Linux?
      Let's see:
      1. Linux has 0.24% of desktop share
      2. Linux community does not believe in paying for software
      3. Most of the Linux community advocates software piracy.

      Yep, that looks like a fruitful market for a commercial shop!! (Note that even Carmack has stated that the Linux port of Quake was a money LOSER.) (Note that Loki went out of business for the reasons stated above!!)

  28. Amen to that! by pb · · Score: 3, Interesting

    DirectX support in Wine is pretty bad, and could definitely use something like this. Of course, OpenGL support in Wine has it's own problems, but this can only be a good thing for porting to non-Windows platforms.

    I don't know if it's a good thing for Wine or not, though, because I couldn't find any details of the license. Wine is released under an artistic style license, so if this thing is GPL (or similar) it couldn't get merged directly into Wine.

    However, they seem like nice enough people, so hopefully the Wine folks will check into it... Otherwise, we'll end up with a forked, GPL-compatible version of Wine for gaming, which wouldn't be so bad, but would be less than ideal.

    --
    pb Reply or e-mail; don't vaguely moderate.
    1. Re:Amen to that! by the_2nd_coming · · Score: 2

      the License is BDSL

      --



      I am the Alpha and the Omega-3
    2. Re:Amen to that! by Anonymous Coward · · Score: 0

      Wine has been considerring changing licenses anyways. There was a slashdot article about it.

      Here is the email.

  29. Re:SDL/OpenGL vs DirectX OR the end of open standa by aonaran · · Score: 1

    Or, this gets people playing games on Linux instead of dual booting... these gamers demand better performance and the game companies realize they need to lose the wrapper to improve performance.

  30. Re:SDL/OpenGL vs DirectX OR the end of open standa by Nerds · · Score: 5, Interesting

    If I could get DirectX games to play on a linux machine I guarantee there are at least 15 people I could have running Debian by the end of the week. It's a good thing.

    Let's just be crazy and say this happens and everyone starts throwing their Windows CDs in the trash. One of two things might happen:

    1. Developers say "Let's just keep writing for DirectX, the wrappers work." So what? A Microsoft technology sticks around, but if so many people are leaving Windows, MS won't really have the power to enforce changes to DirectX 9 that would make it incompatible, because the devs will ignore them.

    2. Developers decide that since everyone has a linux box anyway, why not write in OpenGL since it would probably be more efficient?

    Either way, who cares? A working DirectX wrapper would win users over, and that's a good thing.

    --
    My other .sig is 'The Art of Computer Programming'
  31. Wouldn't it be quicker... by volpe · · Score: 4, Funny

    ...to just walk around Redmond with a big "Sue Me" sign on their backs?

    1. Re:Wouldn't it be quicker... by Hooya · · Score: 1

      you mean walk around *all* of redmond? i would assume that would take a while. especailly if redmond is not bike or pedestrian friendly.

    2. Re:Wouldn't it be quicker... by Solokron · · Score: 0

      I lived in Redmond for several years. It is very bike friendly. They have bike riding zones on most streets.

      --
      30% off web hosting. Coupon code "SLASHDOT".
  32. Too bad . . . by Anonynnous+Coward · · Score: 2, Funny

    . . . this came too late for Loki.

  33. Re:i am so gay by Anonymous Coward · · Score: 0

    unfortunately, goatse.cx has died.
    its not bad to be gay. post some insightful comments with a gay sig, and you'll meet interesting people with the same interests as you who will possibly be suitable romantically.

  34. Nitpicking by Anonymous Coward · · Score: 0

    Ummm...GLDirect by SciTech actually emulates OpenGL using the DirectX drivers, while this seems to be the other way round. So his comment that "...a solution already exists" seems untrue to me.

    Or am I missing something here?

    1. Re:Nitpicking by Anonymous Coward · · Score: 0

      Once you know how to take the API one way its a simple reversal to perform the DX to GL calls.

    2. Re:Nitpicking by Anonymous Coward · · Score: 1, Interesting

      Umm, it is not just a reversal to map from one API to another. APIs don't map to each other cleanly. Writing a mapping from DX -> GL is much harder than writing one from GL -> DX because DX incorporates a lot more features, plus it is object based, which makes it harder to map to a C API.

  35. Make it a non issue by DeadBugs · · Score: 4, Insightful

    STOP buying D3D games
    KEEP buying OpenGL games

    --
    http://www.kubuntu.org/
    1. Re:Make it a non issue by Anonymous Coward · · Score: 0

      I hate to break it to you (well, actually I don't), but Open GL is essentially dead for games (a few diehard holdouts, notwithstanding). Get use to it. Actually, this is a good thing. OpenGL can get back to what it was intended for - 3D modelling, not games.

    2. Re:Make it a non issue by mini+me · · Score: 1
      Actually that isn't that hard to do! The only games I've ever had to desire to play in recent years:
      Are already written with OpenGL. Unfortunatly the former only runs on Windows at this point.
    3. Re:Make it a non issue by Cryptnotic · · Score: 3, Insightful
      That's not really practical for the large majority of game buyers. It would be like telling Americans to stop speaking English. And since Microsoft has gotten DirectX into game consoles (Dreamcast, X-Box), developers have a strong incentive to develop using only DirectX (Easy ports of DirectX games).


      Cryptnotic

      --
      My other first post is car post.
    4. Re:Make it a non issue by Ryan+Amos · · Score: 2

      Well, that, and the fact that OGL is a generation behind D3D. This is a non-issue right now, but in the 6 months it won't be. OpenGL development is much slower as it has to be done on many platforms at once, while MS and NVidia pretty much design the D3D spec to run on Windows and NVidia hardware, and then they let ATI and Matrox catch up later. Pretty soon we'll start to see games that don't support OpenGL, or where OpenGL is more or less unusable.

    5. Re:Make it a non issue by Steveftoth · · Score: 2

      WinCE in the DC was a proof of concept implementation. Only about 5 games actually used it. Almost all of them used the SEGA OS. The only game I know of for the DC that used it was the Sega Smash Pack. All the realy good games (Shenmue, Soul Calibur, Jet Grind) used the sega os because it was better/faster/etc. They just made Sega put the logo on the machine.

      DirectX isn't a bad technology, actually the only real difference inbetween DirectX and OpenGL is that DirectX is not easily expandable by the HWmaker. In OpenGL, Nvidia can add whatever crazy feature they want to their card and provide a function in their OpenGL driver to use it. However, with Direct3D you cann't use that feature until MS updates their API. Advantage OpenGL. However, In Direct3D, all functions that the API specifies work, since they are all emulated with software if the HW doesn't support them.
      Really, you have to think of DirectX as a platform, in the same way that the PS2 or the GameCube is a platform.

    6. Re:Make it a non issue by Cryptnotic · · Score: 2
      They just made Sega put the logo on the machine.

      Actually, Microsoft probably paid them to put it on the machine. Unfortunately, that didn't save them from unprofitability.

      Cryptnotic

      --
      My other first post is car post.
    7. Re:Make it a non issue by NEOS · · Score: 1

      Impossible. While we all may wish that everything was written in OpenGL, that is not the case. Unfortunately most of the games out there are written for Direct3D. There is no way you are going to tell Joe sixpack game buyer to not buy the game he's been waiting for just because it wasn't written for OpenGL. The average person just want to buy a game and play it. He doesn't want to get into an API war. Hell, he probably couldn't spell API. If this succeeds it will allow game developers to code in whatever API they choose and porting to other OS's will be trivial. This can only be a good thing.

    8. Re:Make it a non issue by nihilogos · · Score: 2

      and then they let ATI and Matrox catch up later

      My ATI Radeon 8500 get better results than my brother's gf3 does on benchmarks and when playing tribes 2. I don't care that it was released a few months later.

      And read this

      And 3D API's don't provide functionality. 3D Card manufacturers do. D3D can invent any sort of wonderful function they like but if there aren't cards to support it then it is useless. AFAIK nvidia and other card manufacturers are still committed to providing opengl support. Go to nvidia.com and you can read The NVIDIA DetonatorTM XP Unified Driver Architecture (UDA) delivers new performance optimizations and features in both DirectX® and OpenGL®

      --
      :wq
    9. Re:Make it a non issue by Dwonis · · Score: 2
      a few diehard holdouts, notwithstanding

      You write as if id is insignificant, which is clearly not the case.

    10. Re:Make it a non issue by Steveftoth · · Score: 2

      If you knew that, then why did you say that MS made the OS for the DC?

    11. Re:Make it a non issue by Cryptnotic · · Score: 2
      I didn't. I said they've "gotten DirectX into consoles (Dreamcast, X-Box)", which they did. In the Dreamcast case, as I am sure you know, they ported WinCE w/ DirectX to the Dreamcast platform. I think Sega thought this was going to be a good idea since they'd get ports of PC games on Dreamcast, where they'd get licencing fees. That didn't really happen. If their contract with Microsoft stipulated that they had to pay a per Dreamcast licence fee for WinCE, that cost could have contributed to the failure of the Dreamcast.


      By the way, I love the Dreamcast. I own 3 of them (2 U.S. and 1 Japanese) and something like 30 games.


      Cryptnotic

      --
      My other first post is car post.
  36. Useful... by Tadrith · · Score: 1

    ... but isn't playing catch-up the wrong game to play?

    I understand how difficult going up against Microsoft is, but it seems to me like we need to get to the point where it is changing minds of developers, rather than simply adapting to whatever Microsoft puts out. By making wrappers and such for Microsoft APIs, it'll only encourage developers to become more dependent on Microsoft's technology, because they won't see a need to develop for anything else.

    As a programmer myself, it's always easier to use what you already know, than to pick up something new. I love learning new things, but most corporate environments are on a tight schedule as it is. There's no time for learning something new, so we rely on what we already know.

    Wouldn't it be possible to write a code converter of some sort? To help translate Direct3D calls to OpenGL? It wouldn't really need to be a complete conversion, just enough to make it easier for developers to natively support OpenGL...

    1. Re:Useful... by praedor · · Score: 2

      This is the only game left in town. Loki is tits up. Virtually no one is willing to entertain linux ports of games. Recall that idSoftware tried it and it failed. Few bought the linux versions - they couldn't wait and bought the windoze version instead.


      Fortunately, idSoftware still releases linux ports of their game binaries for free but they require you to buy the windoze version to work. With the paucity of linux users willing to actually buy software or their unwillingness to wait a month or 3 for a linux port (ala idSoftware), there is ZERO reason or incentive for anyone to support linux games.


      We are left with such things as WineX who are focusing wine development specifically on games (checkout their site, there are quite a few games that run well using WineX. Many do not require windoze at all, even for the install).


      If you want linux-native games, it's too late but you COULD try to NICELY encourage companies to do what idSoftware now does and release (unsupported) linux binaries for download. That is more likely to work than trying to get anyone to actually release boxed linux games. WineX and perhaps this DX8 translater are the only game in town (pun intended).

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    2. Re:Useful... by Anonymous Coward · · Score: 0

      Hello?
      Playing "catch-up" is what the OSS community is all about. Nearly every OSS project is nothing more than a poor man's version of a commercial product. The difference being that the OSS version of the product is less polished, has severe UI problems, has fewer features, and is constantly trying to "catch up" with the commercial product.

  37. Re:SDL/OpenGL vs DirectX OR the end of open standa by XRayX · · Score: 2

    good point. It overall reminds of the .NET/Mono situation: It is good to have supported as much as possible under Linux, because that will make the people use it or develop for it (hopefully).

    --
    Boycot? Blackout? Subscriptions?
    I don't care!
  38. useful? not really by mysticbob · · Score: 3
    so, this is useful why?


    will it help people port to other platforms? doubtful, as they're probably using other ms stuff if they're using DirectX.


    will it help people use more advanced features on other platforms? no, since they're just using underlying opengl (and extensions) anyway, which they could do in the first place.


    is it more performant? no way - it's another layer of indirection, so it's at least an additional pointer dereference, and extra stuff on the stack.


    so i'm left thinking this is a solution in search of a problem. if you want portability, you write to opengl. if you want extensions, you use the _portable_ extension mechanism that opengl already provides. check out nvidia's directx vs opengl extension comparison some time - guess which one has better & more support? hint, it doesn't start with direct..


    so, again, why would any sane developer write to this?


    (and yes, i read the faq.)

    1. Re:useful? not really by josepha48 · · Score: 2
      It may help the wine project. They would not have to implement teh Direct X stuff they could require this instead. This may give games a little more speed when running under wine on Linux/UNIX.

      I think at some point Linux will have added enought window's ness and windows will have added enought BSDisms that at some point they will be not that far from each other. Of course that will be the end of the 'OS wars'.

      --

      Only 'flamers' flame!

  39. Sounds good... by Anonymous Coward · · Score: 0

    Maybe Transgaming could use this in a future release of WineX.... Thoughts?

  40. so what does this mean? by Anonymous Coward · · Score: 0

    that people can now play windows games on a non-windows system? or does it just make the porting simpler?

  41. Ironic isn't it. by Utopia · · Score: 1

    In the newer versions Microsoft implemented OpenGL as a wrapper around DirectX.

    While these guys did the opposite - implemented DirectX as a wrapper on OpenGL.

    1. Re:Ironic isn't it. by Luke+Marsden · · Score: 1

      So.. let's run an OpenGL app wrapped in D3D wrapped with this OpenGL wrapper!

      Mmm.. feels like christmas :D

  42. Tremendous advance in Games portability by forged · · Score: 1

    This is possibly the most important thing that alternative OSes needed for a long, long time, in order to provide games developers tools to allow them to easilly port their work to non-MS platforms.

    Frankly I don't care if the future is OpenGL or if it DirectX. All I care for is that some day, everyone will be able to develop applications using a set of unified standards (ANSI, DirectX here) and have code-source compatibility between platforms.

    In that case, a simple recompilation to the target platforms means a wider audience, more sales and more happy gamers. Kudos to the team bringing us DirectX on Linux!!!

    1. Re:Tremendous advance in Games portability by Anonymous Coward · · Score: 0

      Yeah, too bad that the Linux community does not believe in paying for software, so nobody will bother porting a game to Linux, regardless of whatever api is used (see the demise of Loki).
      Of course, Linux having only 0.24% of desktop market share doesn't help matters either.

  43. OpenGL blows... by Anonymous Coward · · Score: 0

    Are you kidding... why port the best and only stable 3D graphics (and sound) interface on the planet that home users can rely on to work and coders can draw on for standards to crappy and crashy OpenGL?

  44. mod up by Bastian · · Score: 2, Redundant

    I doubt this project is going to succeed, and, if it does, I doubt even more that it will be able to keep up.

    If you REALLY want games for your system of choice, try voting w/ your money

  45. The Frenchies? by cavemanf16 · · Score: 1
    With the advent of 'consumer friendly' Linux distro's like Linux Mandrake and RealTech-VR's recent developments with Direct3d wrappers for OpenGL, could it be the French bailing us out of the Microsoft Nazism we have fallen into in the 21st century?!

    Scary, isn't it?

    [NOTE: If you don't get the joke, don't reply to this thread]

  46. Re:Pot in Netherlands by October_30th · · Score: 0
    busted and such nasty things.

    Well, that's the thing I'm actually worried about. I've already made an ass out of myself many times so that's something I can cope with. :) Getting arrested and deported on some fucking ridiculous pot-smoking charge would be a bummer.

    Anyway, the best place to smoke dope is with yer buddies

    Yeah, I know. Don't worry. I don't like to smoke alone -- just isn't worth it. Besides, I have a feeling that the uni I'm going to has its share of happy pot smoking people I can mingle with. ;-)

    --
    The owls are not what they seem
  47. Wow... by mfos.org · · Score: 2, Funny

    Now we can use a $5,000 OpenGL card to play any DirectX games

  48. OpenGL does not handle the following: by yerricde · · Score: 2

    OpenGL is what we call source-portable...anything that's legal openGL will work any openGL environment. So what's platform-specific in this code?

    OpenGL does not handle windowing, that is, actually creating a surface on which to draw. OpenGL also does not handle input (DirectInput), audio (DirectSound/DirectMusic), or video (DirectShow). GLUT handles windowing and video to an extent, but AFAIK, standard GLUT can't go full-screen, read joysticks, or read more than one keyboard key at a time.

    --
    Will I retire or break 10K?
    1. Re:OpenGL does not handle the following: by SilentStrike · · Score: 1

      Hey, look mom, there is this portable, open source DirectX alternative called SDL that solves exactly that problem.

      http://www.libsdl.org

    2. Re:OpenGL does not handle the following: by Anonymous Coward · · Score: 0

      Glut does do "game mode" which is fullscreen.
      It can also read more than one key at a time but unfortunately it can be confused by multiple (>3?) keys being pressed simultaneously.
      Finally it is capable of reading joysticks but it's functionality is not as good as PLIB or SDL.
      Currently I'm using Glut and PLIB (a screen graph and general game library) but I also like what I've seen of SDL. In the near future I'm planning to see if I can get PLIB running on top of SDL and have the best of both worlds.

    3. Re:OpenGL does not handle the following: by Anonymous Coward · · Score: 0

      GLUT *can* handle fullscreen, in GAMEMODE. I don't think it's too well supported, the only times I tried using it, it ended hanging my computer.

    4. Re:OpenGL does not handle the following: by spitzak · · Score: 2
      Old GL (from SGI before OpenGL) did have calls that created windows and read input devices. There was a design problem so that programs pretty much had to run busy loops and read variable devices, but the idea was there. Vastly simpler than X or Win32GDI. It is really too bad SGI did not think that these calls should be part of OpenGL.

      On those old machines, which ran at maybe 5Mhz, the entire interface (buttons, menus, text editing, etc) was done in GL, and as far as I can tell it works as well as modern X does on 1000Mhz machines. And if you wanted 3D you did not have to learn anything new!

      Oh well...

  49. Just what we DON'T need, MS API's in Linux by Locutus · · Score: 1, Flamebait

    This is just how Microsoft can screw up Linux. Sure, it sounds like a good thing but MS controls the API's, the MS API's and following them will only mean eventual control. That goes for the .NET stuff that the Gnome people are doing. DUMB, VERY DUMB.

    IMHO, the only way Microsoft could screw with Linux is to have developers develope WIN32 APIs and have them run on Linux and this is just helping them do this. Only if Microsoft loses control of the desktop and with it the dominant application API's can or should this kind of thing be looked at as an advantage.

    YOU WILL BE ASSIMULATED. really.

    LoB

    --
    "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
    1. Re:Just what we DON'T need, MS API's in Linux by Ryan+Amos · · Score: 3, Insightful

      What sort of crack are you smoking? Extra compatability is always a good thing. Get the notion that Microsoft has nothing to offer out of your fucking head. At some point, Linux has to grow up beyond the "fight-the-power" angst-filled culture that is quickly alienating it from the corporate market (wonder why you don't see quite so many people pushing Linux anymore? It has a bad rep in corporate America.) If you're in favor of a less functional operating system just because "Microsoft is evil! Fight the man!" you need to grab a bottle of Clue (tm) and take twice daily. Sure, I don't approve of everything Microsoft does, but you don't see me running around like a spoiled 6 year old who is mad because a girl wants to play with his friends.

      Karma to burn, baby.

    2. Re:Just what we DON'T need, MS API's in Linux by prototype · · Score: 2

      Learn to read what the post is about and what the product is. This is not from Microsoft not will it screw up Linux in any way. It's a bunch of C++ objects that look like Direct3D, but really OpenGL underneath. It's not MS APIs in the least since there is not COM component there and MS doesn't control anything. Get a life.

      liB

    3. Re:Just what we DON'T need, MS API's in Linux by jejones · · Score: 2

      Locutus has a point. If Linux ever gets to the point of depending on MS for anything, MS has a means of control. If graphics card makers decide not to provide X drivers or provide the information needed for someone else to do so, with the rationalization "Why bother--they can just use the OpenGL/DirectX compatibility layer," MS can start munging the API to put Linux in a game of perpetual catchup--much the way they did with win32s.dll to screw over OS/2. Linux doesn't need that kind of grief.

    4. Re:Just what we DON'T need, MS API's in Linux by Dirtside · · Score: 2, Flamebait
      At some point, Linux has to grow up beyond the "fight-the-power" angst-filled culture that is quickly alienating it from the corporate market (wonder why you don't see quite so many people pushing Linux anymore? It has a bad rep in corporate America.)
      Good. Corporate American can go fuck itself. They're responsible for 90% of the problems we have now. Fuck their greed and fuck their pride.
      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    5. Re:Just what we DON'T need, MS API's in Linux by Locutus · · Score: 2

      wow, I thought that Direct3D(tm) was a bunch of API's for programming on the Microsoft Windows platform. If it "looks" like Direct3D then it's just following Microsofts published API's.

      I agree that in the short term this might look like a good thing but look at history. They push/change/break their own API's to keep the competition one step behind.

      If you start "talking" the Microsoft Windows language (API's) on Linux then your just stepping in line and following the piper. And he's leading you over the cliff.

      By the way, I NEVER said this was FROM MICROSOFT. They do control the API's this is being built to.

      Do some research and see what Microsoft does.

      LoB

      --
      "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
    6. Re:Just what we DON'T need, MS API's in Linux by Locutus · · Score: 2

      Great, ONE person sees what I'm getting at. Yeah, JeJones.

      Those other YAHOO's must be young punks who have no recollection of the phrase, "DOS ain't done til Lotus don't run". Isn't that flying on a flag in Redmond somewhere(joke). ;)

      LoB

      --
      "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
    7. Re:Just what we DON'T need, MS API's in Linux by I_redwolf · · Score: 2

      Yes, extra compatability is nice.. Microsoft has some pretty cool things to offer. However they don't want others using those cool things. As for Linux being "alienated" from the corporate market that has nothing to do with compability. It has everything to do with service and support, if a Linux Company (ie: RedHat) offered the quality and support of say another Unix (ie: Sun Microsystems) you'd see alot more Linux deployed. RedHat should be looking into offering kickass support, maybe they should of even bailed or helped VA keep it's hardware business afloat. However the head honchos don't see it this way and thats why even though RedHat is staying afloat now it needs to make a decisive move into a market, while still concentrating on things like embedded support. Without a decisive move Redhat won't exist in it's current form for long. If VA could of cut a deal with Redhat and offered the support for hardware while Redhat offered support for software, VA Linux would still be around and Redhat + VA would be cutting into Sun Microsystems. Instead VA chose to create their own Linux distribution instead of buddying up with a "brand" (In advertising BRAND is everything) This is easier said than done however and unfortunately for VA it's too late, and soon to will Redhat go the way of the dinosaur without a decisive and substansial move to support one of the many things they currently DO support. In other words, i'm an admin and I have alot of machines to look over, I want to use Linux in the corporate enviroment but can't because there is no vendor to truly support my hardware and then Redhat might not support my machine based on what I buy if I piece it together.. So Linux stays out except for some tiny machines. Sun Microsystems supports my hardware and if I have a problem with Solaris they will support that as well.. We pay a lumpsum of cash for the support even if we don't need any. When we do need it, it's prompt and efficient; Infact it's damn near immediate. The above is what keeps Linux out of the corporate enviroment.

    8. Re:Just what we DON'T need, MS API's in Linux by Anonymous Coward · · Score: 0

      This is weird~ junk~ plus i'm only a 12year old girl so why should i get this junk. My dad's a nerd so he reads it!!

      -Hannah Maddy
      P.s.~ and don't call me an anonmumous coward!!!

  50. Why is this important? by Anonymous Coward · · Score: 0

    Seems to me that this is not very important. It will have exactly zero effect on my life and work. None. Zilch. I suspect that this "news" is equally irrelevant to most Slashdot readers.

  51. What license? by Have+Blue · · Score: 2

    If it is GPLed or any similarly viral license, the game industry won't touch it with a ten-foot pole.

    1. Re:What license? by LinuxGeek8 · · Score: 2

      It sounds to me like a BSD license

      Taken from dxglwp-src-0.04.zip
      /projects/src/d3d.cpp

      File: d3d.cpp
      Description: Direct3D 8 Wrapper
      Copyright: Realtech VR 2001

      Permission to use, copy, modify, distribute and sell this software and its documentation for any purpose is hereby granted without fee, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. Realtech makes no representations
      about the suitability of this software for any purpose.
      It is provided "as is" without express or implied warranty.

      --
      Well, don't worry about that. We can get you back before you leave. (Dr. Who)
  52. WINE integration? by IGnatius+T+Foobar · · Score: 2

    This could be super useful for the mainline version of WINE ... Direct3D support can be in the main tree now.

    If nothing else, this could pressure TransGaming into putting their Direct3D code into the main WINE tree.

    Either way, WINE gets Direct3D support. Check off one more box on the list of things needed for full Windows compatibility. (And then buy native Linux apps anyway because it's a good idea.)

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  53. Thanks by pb · · Score: 1

    For once, I'm glad that it is; that should be compatible with Wine. :)

    --
    pb Reply or e-mail; don't vaguely moderate.
  54. why would by Ender+Ryan · · Score: 2
    Why would any sane developer even touch D3D in the first place? I can understand direct input and direct draw. Windows had absolutely horrible 2D graphics and input performance, but why even touch D3D when OpenGL has always been better.

    After 7 YEARS (or is it 8, or only 6?) D3D is finally at the performance level of OpenGL(arguably not, seeing as how Q3A STILL outperforms games with similar graphics today).

    When D3D was first created by MS, it was an extremely unstable, lousy performing, moving target! And don't even think about upgrading D3D, your current set of games probably won't work! And on top of everything else already wrong with it, it is completely non-portable! Why the fuck did anyone adopt it in the first place?

    --
    Sticking feathers up your butt does not make you a chicken - Tyler Durden
    1. Re:why would by Solokron · · Score: 0

      Quite simple. Windows was/is the dominating end-user OS. DirectX cuts fat on that OS by bypassing several layers, which as a result, improves performance which can be quite advantageous against other software competitors in the game genre by using it. Also not re-writing code makes it a strong viable option as well.

      --
      30% off web hosting. Coupon code "SLASHDOT".
  55. Good, bad, or ugly? by prototype · · Score: 3, Interesting

    This is not some kind of holy grail that everyone is looking for so stop it right now. OpenGL, which is a far better API IMO (and John Carmack thinks so too!) is and has always been the defacto standard portable API to code against. I will admit that recently with DX8, things got more in line with OpenGL and the D3D API is better than it was, but it's still COM based and completely not portable (among other problems). This product is just a wrapper to make COM look like C++ objects and underneath, make OpenGL calls.

    So what does this give us? It does NOT give us a WINE implementation of being able to run DirectX apps. Yes, you could integrate the code into WINE but it's meant to wrap functions at the source level, not the executable level. It does give us a wrapper that DirectX code can, for the most part, compile against and product a working Linux/BeOS/Mac exectuable. So for the game developers it might mean their DirectX code will compile on other platforms, but any good game company would have abstracted out their graphics code so it would be API independant. That's what most of them do already and some do offer OpenGL/DirectX selection for rendering. Why they don't produce Linux versions of their apps if they can simply call OpenGL instead isn't clear, but that's their decision.

    So are developers going to take DirectX code and compile against this to produce Linux OpenGL executables? I doubt it. Anyone who has coded their graphics sub-system directly against DirectX has probably coded other parts directly against the Windows API and if they haven't ported it to Linux already, they probably won't. Those that already have a clear decoupling of the graphics and the API don't need to and again, if they haven't ported they still won't for whatever reason (most likely support/business cases/etc)

    On the flipside, I do applaud what these guys did as it is a big undertaking to wrap a system as big and complex as Direct3D so congrats and perhaps for the garage developer, it might be useful but to those people I say just code in OpenGL in the first place.

    liB

    1. Re:Good, bad, or ugly? by Anonymous Coward · · Score: 0

      john carmacks comments were made a long time ago and d3d has moved on.

      right now d3d and opengl are basically equivelent. if anything d3d is a little bit better.

    2. Re:Good, bad, or ugly? by be-fan · · Score: 2

      Umm, these days OpenGL 1.3 isn't really better than DirectX 8.0+. In fact, its probably worse because so many important features are implemented as extensions rather than parts of the standard proper. One the reasons why 3D Labs is proposing OpenGL 2.0, is because modern graphics accelerators are moving away from the traditional pipeline. DirectX has followed these changes while OpenGL really has not.

      --
      A deep unwavering belief is a sure sign you're missing something...
  56. I send you this api to have your advice... by Mongoose · · Score: 4, Informative

    Listen kids this is an early alpha of a D3D wrapper for WinGL, with minor ports of MacGL and others. This isn't DirectX, which handles the input, sound, and even ( directplay is horrible ) networking.

    Things to note:

    1. D3D is a huge moving target itself
    2. This project doesn't support full D3D ( ATI/NV )
    3. D3D isn't a 'standard', it's rewritten every release

    Keeping these things in mind you won't get your windows games on linux, you won't get a wrapper for D3D for all GL cards, and you won't even get a finished release of this. I don't mean to sound negative, but by the time they have all the NV/ATI extentions supported DX 9.0 and maybe even OpenGL 2.0 will be out with an all new shader systems.

    Too bad vertex and pixel shaders won't be used much until another few generations. You have to wait for the target (mainstream) consumers to get at least something like a GF3 or similar first generation consumer card shader support. However, I will say that doesn't mean you won't have some games and applications just requiring you to get a card with support or offer it as a runtime enabled option.

  57. heheh by Anonymous Coward · · Score: 0

    the only reason theyre doing it is to spite microsoft, and theyre stifling the advancement of technology in the process... so whos really the evil entity here

    --anonymous troll

  58. bullstuff! by Ender+Ryan · · Score: 2
    As I said, it's only now, 7 or 8 years later, that D3D is up to the performance of OpenGL. If that effort had been put into OpenGL, it'd be even better.

    --
    Sticking feathers up your butt does not make you a chicken - Tyler Durden
    1. Re:bullstuff! by ethereal · · Score: 2, Insightful

      If Microsoft had put the effort into the open standard, then they wouldn't be Microsoft, now would they? The whole point of having your own proprietary API is developer lock-in. The sad thing is that developers seem to fall for it pretty frequently.

      --

      Your right to not believe: Americans United for Separation of Church and

  59. Not much there by gavriels · · Score: 5, Informative

    While it sounds all nice and all, there is very very little that is actually supported in this library. Most of the Direct3D functions are simply stubs, and this library would be absolutely incapable of running anything more complex than the rotating-cube demo they have a screenshot for. They are about where we were 18-20 months ago, and this is certainly not keeping me up at nights.

    -Gav

    --
    Gavriel State
    CEO & CTO
    TransGaming Technologies Inc.
    gav@transgaming.com

    1. Re:Not much there by IGnatius+T+Foobar · · Score: 4, Insightful
      They are about where we were 18-20 months ago, and this is certainly not keeping me up at nights.
      True enough -- but there was a time when Linux wasn't keeping the SCO people up at nights either. Fear commoditization.
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    2. Re:Not much there by ddilling · · Score: 1

      (If you want to mod me offtopic, I can't complain -- I am offtopic. But I really want to say this.)

      It isn't open/free alternatives that should be keeping TransGaming up at nights. It is their own business model.

      First of all, they are trying to succeed where Loki failed by doing this in emulation (wine fork). What they failed to notice was... this is an old, old mistake that's been made before (ten years before) by MUCH bigger fish (IBM). Anyone remember Win-OS2? (Embedded bank systems aside,) OS/2 is dead, and (marketing failures notwithstanding) windows emulation is the smoking gun. Whatever else Loki might've done wrong, native porting was one thing they did right -- plus, we now have wonderful things like SDL and SMPEG and so on, to show for it. What TransGaming is likely to achieve is to fracture game developer mindshare the same way IBM fractured application developer mindshare, and thus damage linux. All while trying to turn a fast buck on the proposition. Gee, thanks.

      If that were all, that'd be bad enough. But let's explore further. Their pricing model is subscription-based. How much wailing and gnashing of teeth have you seen right here on this very site, as regards Microsoft's subscription initiatives? As much as I have, I'm sure, and the anti-MS theme inherent in slashdot aside, I don't think they're wrong. Subscription model software exists to screw the consumer right in the backside (read: wallet) and until someone comes up with a better idea (usage-based pricing?), then I for one hope subscription dies a swift, silent, and highly painful death.

      I can see the counterpoints already (filled with links to TransGaming's Own business model page. Call me cynical but you know what I read there? A group that is holding hostage the innovation of others -- "no contribution back until we get our 20,000 subscribers' worth of cash!" While I completely understand the need to make money, something about their method is odious to me, especially when in the next paragraph they tell the rest of us that we, too, are more than welcome to improve wine, too... so long as we release our code under the wine license. What's good enough for the goose, guys...

      Anyway, to wrap up a rapidly lengthening post... the above is why I intend to do exactly what I as a consumer should do -- vote with my dollars. None of which will wind up in TransGaming's coffers.

      --
      Mahnamahna!
    3. Re:Not much there by furiousgeorge · · Score: 2

      >>Whatever else Loki might've done wrong, native
      >>porting was one thing they did right

      What color is the sky in your world?

      It may have been 'right' in your eyes, but it was a colossal failure. Remember the total lack of sales, and death of Loki. You may have agreed with their approach, but the fact remains they had to fire all their developers and go bankrupt.

      >>None of which will wind up in TransGaming's
      >>coffers.

      Lets see...... to vote with your gaming dollars you can buy Tux Racer, or........ Tux Racer. Good show old man.

      I know it's hard, but try to see past the end of your nose. So instead of having games in emulation (support Transgaming and the work they're doing), you'd rather have them fail because they're not doing it the way you would. So you end up with nothing.

      And lets recap.... the way you would do it was the Loki way. Yup - good business plan there.

    4. Re:Not much there by ddilling · · Score: 1

      Actually, I'd go more with ID software. Write to a real standard, make some excellent games, sell them to whoever wants them regardless of their platform of choice, and whistle a merry tune all the way to the sportscar dealership.

      Sure, Carmack himself will tell you non-windows dollars are a pittance comparatively, but ID is also, through sound technical decisions, positioned to keep making cutting-edge products completely regardless of how those same percentages look next year, or in five.

      --
      Mahnamahna!
    5. Re:Not much there by furiousgeorge · · Score: 2

      ID only ports to Linux out of good will. Yes, it's nice and appreciated. But the odds of you getting lots of ports from 'good will' are about as likely as me getting my gas tank filled up with 'good will' at Texaco.

      Games are big business. Didn't we just hear that they outdid hollywood last year?

    6. Re:Not much there by TommyBear · · Score: 1

      On top of this ID don't make fabulous games. They make engines. They sell these engine to companies who don't make ports to linux. However with something like WineX, you can play these games out of the box. What exactly was the ddlings's point?

    7. Re:Not much there by Ozx · · Score: 0

      You really make me want to support your initiative by providing such witty comments on Slashdot about potential 'competitors...'

      Carry on, let us all see the child behind the titles of CEO and CTO!

    8. Re:Not much there by TerryMathews · · Score: 1

      Loki had a good business plan. They just screwed it up. First off, they took far too long porting games; they were still charging full price when the Win9x version was in the bargain bin. Second, the one game that they could've cleaned up on, even after their porting lag (The Sims) they chose not to follow up on.

      Really, I'm not kidding. The Sims would've saved Loki. One bad move really can put you out of business.

      --
      -- Terry
  60. Actually... by kscguru · · Score: 1
    As I understand it, the open source movement basically says, "we can write better, more efficient, less buggy code than the proprietary guys." If, between maybe Wine (with Lindows' help? or not?) and SDL and this DirectX - OpenGL wrapper, someone can create a Linux system that runs games as fast as and as stable as Windows... then OSS will hijack Microsoft's standards.

    If I'm a gamer and I can get a Linux level of stability without sacrificing the latest graphics goodies, I'm going to switch to Linux real quick. No more crashes... :)

    Every Linux fanactic claims that Linux is faster and more stable than Windows. Here's a chance to prove it. Get the Linux implementation to be better than the Windows "reference" implementation, and Microsoft will lose control of the standards. Why use buggy MS DirectX 17 when you can use stable Linux DirectX 10.2, get practically the same features, better performance, and not have to worry about MS changing the standard half-way through your code?

    --

    A witty [sig] proves nothing. --Voltaire

    1. Re:Actually... by Dwonis · · Score: 2
      Get the Linux implementation to be better than the Windows "reference" implementation, and Microsoft will lose control of the standards.

      It doesn't even have to be better. It just has to be close enough that the benefits of using Linux will outweigh the benefits of using Windows.

  61. Re:SDL/OpenGL vs DirectX OR the end of open standa by Anonymous Coward · · Score: 0

    "Developers say "Let's just keep writing for DirectX, the wrappers work." So what? A Microsoft technology sticks around, but if so many people are leaving Windows, MS won't really have the power to enforce changes to DirectX 9 that would make it incompatible, because the devs will ignore them."

    I disagree. First, the migration you think about is going to be small, if not neglible. Sure, they can run the games in Linux, but they won't run as fast as in windows. Second, they deserve to be screwed over by microsoft if they think writing code for a microsoft API will be portable, especially when portable and open alternatives are availible (SDL/OpenGL).

  62. Re:SDL/OpenGL vs DirectX OR the end of open standa by Cuthalion · · Score: 1

    MS won't really have the power to enforce changes to DirectX 9 that would make it incompatible, because the devs will ignore them

    So who WILL add new features to expose the functionality of the next generation of video cards? Or will our APIs be so calcified that no hardware manufacturer can reasonably add anything new?

    New revisions of libraries like DirectX are neccessary, so long as there are fundamental changes in what various pieces of hardware are doing.

    --
    Trees can't go dancing
    So do them a big favor
    Pretend dancing stinks!
  63. yup! by Ender+Ryan · · Score: 2
    Yes, that is exactly my point. There was nothing ever good about D3D, it's all about stealing a market. It is incredible that anyone fell for D3D in the first place...

    --
    Sticking feathers up your butt does not make you a chicken - Tyler Durden
  64. Re:SDL/OpenGL vs DirectX OR the end of open standa by Nerds · · Score: 2

    In that hypothetical situation (let me stress hypothetical, because the other people who replied to me seemed to miss that part), you'd probably see one of two things:

    1) Microsoft gives up and decides to go cross platform, at which point they continue maintaining DirectX. This still causes problems for free/open software types, because they'd still have to play catch up, but at least it gives people a choice of OS.

    2) Devs realize that there are plenty of people who aren't on Windows so they start using an already established cross platform kid (like SDL), or they just do what Id does and roll their own.

    Again, it's not that I actually think this is going to happen tomorrow, or at all. All I'm really saying is that a DirectX wrapper is a good thing.

    --
    My other .sig is 'The Art of Computer Programming'
  65. Porting the wrapper...to where? by BlueJay465 · · Score: 1

    So when are they going to release a Windows version of this Direct3D to OpenGL Wrapper?

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    1. Re:Porting the wrapper...to where? by mlk · · Score: 1

      they have, the first version is for win32.

      They are now going to port to BeOS & MacOS while a Uni is porting it to Linux.

      --
      Wow, I should not post when knackered.
  66. The Other Way Around by FernandoValenzuela · · Score: 1

    This is nice but wouldn't the other way around be better? OpenGL is simpler to learn and use, so for me an OpenGL interface on top of DirectX is a much more valuable tool. Are there any of these around (open sourced of course)?

  67. ahh the simpsons by Anonymous Coward · · Score: 0
    Homer: I know, honey, but what can I do as an individual. I wouldn't know where to begin.
    Lisa: Just burn that plant right now and end this madness.
    Homer: I wish I could make a difference, Lisa, but I'm just one man.
    Lisa: [growls]
    Homer: I agree, but how?
    -- "E-I-E-I-(Annoyed Grunt)"

    DeadBugs: STOP buying D3D games
    DeadBugs: KEEP buying OpenGL games
    You: Impossible.

    You have a funny definition of "impossible". How is it impossible to buy one thing and not buy another? Is it somehow "impossible" to eat at Wendy's and at the same time not eat at McDonald's?

    There is no way you are going to tell Joe sixpack game buyer to not buy the game he's been waiting for just because it wasn't written for OpenGL. Hey here's a fucking idea: instead of trying to vote with "Joe sixpack"s money, why don't you try voting with your own money? It's generally referred to "being honest", also variantly called "not stealing" and "minding one's own fucking business".

    Stop thinking that EVERYONE has to agree with you in order for you to take a stand. STOP BUYING D3D GAMES! It's that simple! You won't change the world, but you don't have to. Did you notice that the phrase "stop buying D3D games" in fact does not reference "Joe sixpack" at all? Amazing!

  68. Native Code Good. . . by James+Spencer · · Score: 1

    Anything that will bring games to Linux with 100% compiled and running native code is a good thing (tm). I'm not a WINE hater, but emulators (regardless of what they claim to be) just let us say, "Look, we can run your apps almost as well as you, but with 10 times the headaches!" Natively Compiled Code == Good Thing (tm)

  69. Stable APIs are your friend. . . by James+Spencer · · Score: 1

    The nice thing about DX8 is that it's used by the XBox (Not that I'm a fan of the console). This should make building wrapper libraries easier, because it will mean a stable M$ API (for once). Unlike say, WINE, who's slogan should be, "Chasing Windmills for Over 8 Years"

  70. Because OpenGL is a standard by Anonymous Coward · · Score: 0

    That's what killed it. Direct3D worked on several early generations of hardware that could not support OpenGL. Furthermore, Direct3D simply worked better and offered a lot of performance gains, including being able to write directly to the frame buffer, querying native pixelformats, application managed video-memory, task-switching, vertical-refresh synch... the list goes on.

  71. Sure is !! by forged · · Score: 1

    This is possibly the most important thing that alternative OSes needed for a long, long time, in order to provide games developers tools to allow them to easilly port their work to non-MS platforms.

    Frankly I don't care if the future is OpenGL or if it DirectX. All I care for is that some day, everyone will be able to develop applications using a set of unified standards (ANSI, DirectX here) and have code-source compatibility between platforms.

    In that case, a simple recompilation to the target platforms means a wider audience, more sales and more happy gamers. Kudos to the team bringing us DirectX on Linux!!!

  72. Implemented? by yerricde · · Score: 1

    GLUT *can* handle fullscreen, in GAMEMODE.

    All the libraries I could find last time I tried developing in GLUT gave me the error: Game mode not implemented.

    --
    Will I retire or break 10K?