DirectX 10 Coming To Linux and Mac
twickline writes "Jeremy White posted the 2009 roadmap for Crossover, and wrote, 'We've just shipped a lot of those "under the hood" improvements for games out in CrossOver Games 7.2. We're really pushing Direct X 9 support pretty far along, and getting ready to move on Direct X 10. ... In addition to our normal work of broadening and deepening our application support in Wine, we're going to try to dramatically improve the CrossOver GUI itself. First, the Linux version will get a fresh new look. But both versions are going to get an interface that we hope will bring the power of the Compatibility Center right into the installation view. The key idea is to make it easier to distill the gathered wisdom on unsupported applications and make it far easier to use.'"
The only reason I still have a Windows PC at home is for gaming. DirectX 10 support is a step closer to me being able to get rid of it. Can't come soon enough, and I'm happy to pay for it if that's what it takes.
Direct X 10 coming to Linux and Mac falsely implies that MS would be making it possible for Direct X 10 to be run natively on Linux or Mac. A much more accurate title (though one that many would read and say "who cares" without clicking on the link) would be "Crossover Games to support Direct X 10.
"The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
Oh, and ponies please while you're at it, m'kay?
Unfortunately, this is much less of a technical issue than a business issue. Developers are entrenched in DX development, and Microsoft will try to keep it that way. That's the real problem that needs to be solved.
Bitten Apples are still better than dirty Windows...
The last time I played a game using Crossover, it was in DX7, not 9, so I don't know how they can claim that's the case. For those still reading, it was CS:Source and Battlefield 2. Both looked truly horrific compared to playing on Windows and had poor framerates despite being run on a 9600GT.
And then there's Punkbuster support. Until they can get that working 100%, there's no point at all because you end up getting blacklisted so that money you spent buying the game is wasted as your CD Key is unusable on any PB server.
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I have the impression that the sponsorship rather contributes to no improvements. Best example is the DIB engine. First implementations were proposed years ago but always rejected. It was said it takes like 3 month. Still there would be the option to introduce a DIB engine in a branch and stablize it. It won't happen. We probably have the fourth DIB engine implementation now. The patch rejection policy of the dictatorial project leader can be explained and rationalised by underlying commercial objectives of the commercial implementations which gain here competitive advantages or utter mismanagement of the development process.
I think that's a little unfair. The DIB engine has been rejected several times because noone has yet managed to implement it in a way which doesn't cause MASSIVE regressions. The DIB engine implementation is huge, Alexandre Julliard (the "dictatorial project leader" as you put it) won't accept code which breaks Wine or is the wrong approach. He also won't accept one massive patch which may cause a tonne of regressions, I don't blame him for that.
I believe the current DIB engine which is being worked on is still going to be rejected because it hasn't solved the fundamental problem with the other approaches - how to implement it in small incremental stages.
I have NEVER seen a patch rejected by AJ for any reason other than it's technically unsound, if your patch is rejected you simply ask in #winehackers and AJ will be happy to tell you what's wrong. His rejections have nothing to do with the commerical applications of CodeWeavers, it's down to code quality.
Not really, everything has gone towards shaders, and it's trivial to port a GLSL shader to a HLSL one and vice versa.
The real problem for GL developers is that the API is lagging behind DX, and has been for a number of years. So, new features get added to D3D, and then ATI/NVidia will implement extensions for those into GL. About a year later, those may be unified into a single ext or arb extension. About 3 years later, they may find their way into the core SDK (at which point D3D would have had those in the core SDK for 3 years).
Developers aren't entrenched in D3D, they just find a much nicer API to work with.