I'm not sure how this became confused, but as I wrote on our newspost page: the Oculus Rift itself does support Mac and Linux, we just haven't had a chance to roll out the support on those platforms yet. To elaborate, Windows was the initial testing target, internally, and we made a number of Rift-specific changes to our DirectX renderer during the process. It'll take us some time to back-port these changes over to our OpenGL renderer, along with some of the other auto-detection features and things we've implemented. Linux and Mac will be supported.
And no, we have no plans for an Amiga port, heheh (although, odd fact, there was actually a native BeOS client at one point, back in the R4/4.5 era. It was also built on Irix at a few points in the late 90s). We currently maintain about as many ports as we can sanely manage.
As an FYI to the person who said we'll draw the ire of Linux and Mac fanboys.. the game is available for Windows, MacOS Universal, Linux/32 and Linux/64. See our site's front page. We were also multi-platform since launch, as our 2004 retail box art shows.
I actually included the supported platform list as the final sentence in my slashdot post, for this specific reason, but it seems to have been edited out. Oh well, hopefully people will gather that from the "multi-platform" mention at the beginning.
I designed and run Vendetta Online (vendetta-online.com), another game on the above list. I don't have the cool realtime stats that Teppy does, but we have quite a few Linux people and a significant OS X population (around 30-40% of our userbase, last I checked).
Our game is completely native on each platform, and includes a 64bit Linux client. We don't use any kind of portability/wrapper libraries.
I'm not sure how this became confused, but as I wrote on our newspost page: the Oculus Rift itself does support Mac and Linux, we just haven't had a chance to roll out the support on those platforms yet. To elaborate, Windows was the initial testing target, internally, and we made a number of Rift-specific changes to our DirectX renderer during the process. It'll take us some time to back-port these changes over to our OpenGL renderer, along with some of the other auto-detection features and things we've implemented. Linux and Mac will be supported.
Woops, I missed the rest of his post :).
And no, we have no plans for an Amiga port, heheh (although, odd fact, there was actually a native BeOS client at one point, back in the R4/4.5 era. It was also built on Irix at a few points in the late 90s). We currently maintain about as many ports as we can sanely manage.
http://www.vendetta-online.com
As an FYI to the person who said we'll draw the ire of Linux and Mac fanboys.. the game is available for Windows, MacOS Universal, Linux/32 and Linux/64. See our site's front page. We were also multi-platform since launch, as our 2004 retail box art shows.
I actually included the supported platform list as the final sentence in my slashdot post, for this specific reason, but it seems to have been edited out. Oh well, hopefully people will gather that from the "multi-platform" mention at the beginning.
I designed and run Vendetta Online (vendetta-online.com), another game on the above list. I don't have the cool realtime stats that Teppy does, but we have quite a few Linux people and a significant OS X population (around 30-40% of our userbase, last I checked). Our game is completely native on each platform, and includes a 64bit Linux client. We don't use any kind of portability/wrapper libraries.