Microsoft Says PS3 Linux Not 'Competitive' To XNA
nz17 writes "Gamasutra has a preview of its upcoming interview with Dave Mitchell, Director of Marketing for Microsoft's Game Developer Group. In the interview Mitchell dismisses Linux on the PS3 as a game creators' solution and has said, 'What we [at XBox] are focused on doing is providing great tools at a free or low price point that are going to enable consumers to be absolutely successful at creating games for both the Windows and the Xbox 360 platforms.'"
I see Linux on the PS3 more as an opportunity to get a cheap cell cluster than for game developement.
It may also be an excuse for Sony to avoid customs fees, because now the PS3 is a usable Computer as
compared to just a video game.
***Quis custodiet ipsos custodes***
As the target of XNA seems to be both the professional and the home-brew-market, can the Free Software camp beat this? Well, we already have quite a few game libraries, heaps of engines and a number of IDEs. I'm not aware of any FOSS-'game asset pipeline management tools', and targetting consoles (outside of the Linux-on-the-* projects) has always been something for the big players due to licensing fees.
What is interesting is their idea of having various 'starter kits' for certain types of games (FPS, RTS, platform), all using a common framework. Using them you could quickly get nice results. Is anyone aware of similar FOSS-projects? Might be interesting to build something similar on top of pygame.
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I've been thinking for a while that this really is the direction GNU/Linux needs to go into if it wants a reasonable selection of games, and it's perhaps something Sony should consider assuming they're serious about homebrew development and haven't just put GNU on the PS3 as a tax dodge.
What's needed is a cross platform framework into which modern games can be developed with relative ease. Preferably this should incorporate some basic engines covering a wide range of game types so the programmer can concentrate on the art and logic rather than the technical details of 3D accelleration. Libraries could exist containing free/adaptable art, and simplifications of certain types of logic (for example, for bots.) Over time, such a system would become increasingly useful as more and more people contribute to the libraries to scratch their own itches or improve games they've obtained and wanted to improve a little more.
I've been really impressed with the Unreal frameworks, and while they concentrate on a specific type of game, it's not difficult to see how the idea can be extended. Buying "Unreal Tournament" (any version) is not buying what's on the box, there's a wealth of homebrew stuff that's freely downloadable and frequently better than the games Epic, and its competitors like id, come up with.
With Java entering the GPL-domain, a significant part of the low level stuff would be implemented (and systems like Jake2 prove that Java is a practical, fast-enough, VM for real time 3D games.) There are enough stillborn projects on SourceForge et al to prove that people like writing game engines, robots, and other components for games - the problems tending to be that the people who write one component get bored when they realise they have to write the other bits. So the skills are out there. To some extent, the technology is out there. What's missing is the integration and the coordination.
You are not alone. This is not normal. None of this is normal.
The Tao project is working on porting XNA for the The Mono project (which is a port of .Net). So theoretically, you could write it in XNA, and run mono on the PS3/Linux and bring any XNA game to the PS3/Linux. At some point in the future. Check it out.
http://www.taoframework.com/Mono.Xna