Live CD for PC Games?
Onion asks: "Can anyone inform me why games developers don't put out games on a 'Knoppix' style live CD? This would negate coding the games for different PC platforms. Provided the hardware detection routines were up to scratch, the game could be coded using GNU/Linux for development and would run on any PC machine, regardless of OS. Only major drawback I can see would be the need to 'reboot' each time to play. Any thoughts or views on 'why not' ?"
"Provided the hardware detection routines were up to scratch"
Hardware, ESPECICALLY gaming hardware changes so frequently, that it would be difficult to support you gam ein a few years, it would possibly be unplayable on newer hardware.
FP
Because most games don't even fit on a single CD for one OS, let alone a Win/*nix/Mac combo setup... even a DVD is probably too small.
Plus I don't wanna reboot my system to play games.
...and that's all there is to it.
- they would have to include drivers for the all the hardware, games need to run on.
- how about all the libraries. DirectX et al is not tiny, as well as the OS they have to include.
- Games frequently use swap, but with no OS, they have no facilities to make their swap files.
- There is a part of the game that needs to be accessible at all times. (AKA binaries, dlls) Those will need to be placed into some kind of ramdisk for multidisk games
Do you think the OS is there for nothing?badness 10000
It's a bugger. Most games developers have enough to think about without having to build an OS "installer" too. So for now, expect most games to be primarily developed for specific OS platforms.
You are not alone. This is not normal. None of this is normal.
They do. Look into Gentoo Games
Say goodbye to your msn/icq/aim/yahoo in the background... Unless of course the game developers started building in support for open-ended protocols like jabber, in which case a remote server could be handling things like providing legacy IM services and native jabber im.
"You know, Hobbes, some days even my lucky rocketship underpants don't help" -- Calvin
Rebooting -- that is kind of a big one -- but people who have dual boot partitions do it all the time.
Hardware Detection: We are talking about some serious driver databases here. Especially if you want to enable all the whistles available in each piece of hardware.
There is a reason why we install an OS. So that every program/game doesn't have to redo what has already been done.
If game developers were going to put that much effort into a game, they might as well just port their stuff to Linux and MacOs, and be done.
Eventually, I think that is what will happen.
Free Ipod here
What about game saves? Sure, it could possibly include drivers for the current filesystems (of course, NTFS r/w was/is still pretty sketchy under Linux last time I checked), and the boot process could seek out the current drives. Of course, they'd also need to be able to support all the ways people connect drives to their systems. If I'm saving my progress in a PC game right now, it doesn't matter whether I'm saving it to an IDE drive, SCSI, USB, Firewire, network share (Samba, NFS, Netware, etc.), or even battery-backed RAM disk.
But, even assuming they could manage to handle all the currently supported filesystem types and all the ways of connecting them that already exist, what happens when new FS types come along? "Sorry, sir, but your machine is too new for our game to be able to provide you the ability to save your progress." I don't think that will cut it.
Two issues (other than HW support):
1) I don't know about any of the other slashdot gamers out there, but I'm seldom only doing one thing at a time. I'm usually on some sort of IM client and if the game I'm playing isn't networked, I may download something at the same time or may even play an mp3. If I wanted to check my e-mail every 15 minutes, that'd mean a reboot every 15 minutes. No thanks.
2) Patches. One of the unique parts of the PC platform is that if there's a bug, you can patch it. Buring a CD multiple times is a pain. If the game is even remotely network capable, it's a must to be able to patch to help prevent extensive cheating/hacking.
-- Political fascism requires a Fuhrer.
What happens when there is an exploit in something like the TCP stack that is used by the kernel that the bootable cd is using? Then your machine is exploitable everytime you want to play your game. The game company isn't going to want to press another edition that fixes the exploit and replace the old copies on the shelf with it so that your machine will be safe.
-----BEGIN GEEK CODE BLOCK----- Version: 3.12 GIT d? s: a-- C++++ UL++++ P++ L+++ E- W++ N o-- K- w--- O- M+ V PS+ P
The OS could, on boot, read update information off a directory on the hard drive. For that matter, if it were done cleverly, it might even be able to load its kernel image from it.
The advantage of having control over the environment the game runs in is enormous. Of course, it also means the machine would be useless for background tasks, and no one could interrupt you with something more important...
Aaah, who am I kidding; nothing's more important than the game! ph34r m3 l4m3rz! d13!
You don't remember the Gentoo/Unreal Live CD?
Unreal Tournament 2003 Gentoo Live CD
Posted on 16th September 2002 by drobbins
Epic Games' much-anticipated Unreal Tournament 2003 Demo is now available on a self-booting Gentoo Linux-based LiveCD, allowing you to play the Unreal Tournament 2003 Demo using any modern PC with an NVIDIA GeForce 2 or greater graphics card and a CD-ROM drive. Full networking, OSS sound and Creative Soundblaster Live! and Audigy support included, allowing for the full gaming experience including LAN/Internet play, EAX environmental audio and of course 3D accelerated OpenGL graphics. The CD also serves as a fully-functional Gentoo Linux installation CD. You can download the CD using this link.