User:ScotXW/Video game development software for Linux
From Wikipedia, the free encyclopedia
From Wikipedia, the free encyclopedia
While playing with Category:Video game development software for Linux I stumbled over some problems with the article "Linux gaming" in its version: July 2014. Even after extensive work, cf. August 2013 it is still too extensive.
Anything has to talk to the kernel to get to the hardware, and anything from the hardware arrives through the kernel at user-space. evdev feeds input stuff. The game engine is on the far right and includes some middleware and especially a rendering engine.
program for the Linux kernel–user space API = Linux kernel System Call Interface + GNU C Library = mostly POSIX/Single UNIX Specification-compliant but not UNIX® certified. Also, Linux has system calls additionally to those in POSIX!
It may be true that “OpenGL has been held hostage by CAD companies for over a decade. That is why ES was created”, but it is the only rendering API available on all operating systems. Hmm, maybe it is not available on the XBox'es... natürlich.
Playing around with low-level access through the system calls offered by DRM or KMS driver is probably not interesting. Neither are Render nodes or the GBM for serious game developers. On the other sides, John D. Carmack did work Utah GLX because the available Linux graphics were not good enough. Neither was the DirectX version available then!
The free and open-source graphics device driver for Linux are continuously working their way up the food chain. Each and every one is composed out of five parts:
Development utilizes other available APIs, see Category:Linux APIs.
libX
or XCB
; support in various toolkits available; uses GLX, accepts evdev through XKBlibwayland-client
; support in Qt 5, GTK+ 3.10; uses EGL/GBM, accepts evdev also through XKBAs long as you do not develop your application to run in a window, the windowing system should not matter much..., I think.
Graphics rendering on Linux has been severely slowed down by the darn X Window System, don't even bother to go through its history, see the short version: here; Glamor will further reduce the burden for everybody!
The last operating that allowed user-space direct hardware access was DOS... consoles also have an operating system, and given their DRM-stuff, there will always be some limitations unless you ditch the operating system completely and program completely on the bare metal.
Even through Linux is rather used by people who program than by people who do not, the software available for development could always be better: especially graphical user interface often lack one feature or the other. And its always being worked on.
Graphics debugging seems to be a problem, thus Valve developed the VOGL OpenGL debugger. For a long time Valgrind /ˈvælɡrɪnd/ has been exclusively available for Linux, then somebody did some ports to OS X and Android, but not yet to Windows.
Milk Category:Software testing tools, Category:Debuggers, Category:Profilers, etc. for suited software. It does not have to be free and open-source! It just has to run on Linux.
In case somebody has been developing for Microsoft Windows exclusively, maybe even Microsoft Visual Studio...
There have been a couple of companies in the business of Linux porting, in Wikipedia see Category:Linux game porters. Simple DirectMedia Layer v2.x was nicely introduced at the SteamDevDays 2014 (http://www.steamdevdays.com/) on 11 February 2014. Who is interested in a better article, should watch at least these two videos by Ryan C. Gordon:
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