Game Development Community

Linux

by David .NfoCipher. Bunt · in Torque Game Engine Advanced · 06/02/2004 (10:29 pm) · 33 replies

Just let me know when a Linux version is ready to go :)
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#21
06/14/2005 (7:47 am)
>development community start working on a Linux port of TSE

Normally I'd agree, however Torque isn't an opensource project therefore we cannot treat it like one. Not trying to be mean here, but I paid for a Linux happy product and I've been waiting a year and I'm feeling no love. I'd like a non-vague realistic timeframe on when TSE will compile and run on a linux box..
#22
06/14/2005 (8:12 am)
Quote:Torque isn't an opensource project therefore we cannot treat it like one

I agree it is not an opensource project. However there is a huge community involved in the
development. We community developers might not be commiting changes to cvs, but we can
make some cool resources that might eventually make it in or provide something for the GG
developers to get ideas from. So I think it might be a good idea for some linux developers to
take some stabs at making a port. Not for the final release, but might be helpful in other ways.

Other thoughts? (it would be great to hear from a employee about this *hint*)
#23
06/14/2005 (12:22 pm)
The main problem quite honestly is that the OpenGL standards are still not fully supported by all the appropriate parties on all platforms, and while there seem to be leanings in the industry for better support and compliance, the timeframe is at best uncertain. As of right now we hear all sorts of things about how some manufacturers don't plan on supporting OpenGL 2.0 at all, or are implementing their own "standard" and will expect everyone to support it, and with such a great uncertainty, it makes little business sense to press forward before all the dust settles.

I know this isn't the answer folks want to hear, and I apologize if it sounds like "waffling", but we really do want TSE working fully cross platform, and we want to do it right--and that meants not spending an extensive amount of time implementing against what we hope all the appropriate parties decide on, but instead waiting until things are very clear as to which direction makes the most sense.

EDIT: And as a personal aside, I'm not particularly excited about the delays either--my own project basically requires OpenGL implementation, and the port to TSE from TGE has been extended quite a few times, causing us to lose ground on other related development areas (massive world being just one). So all I can ask is that we be as patient as possible!

Now, on that note, my linux developer found out some interesting news, so I'll just post his comments on my personal forums here:

Quote:
(seen on: icculus.org )
So the latest Nvidia Linux drivers added support for the extension
GL_EXT_framebuffer_object, which, to those not in the know, gives OpenGL functionality roughly equivalent to Direct3D's concept of render targets... this is the render-to-texture support that has been sorely needed for several bits of important functionality: namely, detailed shadows, motion blur, the Hellbender license plate, and the scoreboard in DM-Morpheus. I have this roughly working in my codebase already (the extension is sweet and exactly what I've wanted since ut2003 shipped). An hour of effort got me an upside down license plate and blocky shadows, so this isn't ready for the public yet, but it looks like you'll have this sooner or later after all. If the extension shows up in MacOSX, I'll support it there, too. Screenshots, warts and all:
(UT2004) http://icculus.org/~icculus/tmp/root2.jpg
(ArmyOps 2.4.0) http://icculus.org/~icculus/tmp/shadows.png

Also slipped in (didn't see it anywhere in the release notes) was the little bit about if the GPU can support the OpenGL 2.0 stuff, then the version of OpenGL advertised through the extensions is in fact now 2.0.0 vs the 1.5/4 (?) that it has been all along.
#25
07/24/2008 (2:44 am)
Wow. Talk about raising the dead.

Funny to see the "months" and "after 1.0" after all these years.

So, I'm guessing there still isn't a Linux port of TGEA.

Edit: @David: you missed the 4th anniversary by a month and a half. did you oversleep ?

Edit2: OMG, the author of that comic HAS to be a Torque license holder!
#26
07/24/2008 (9:01 am)
BWHAHAHHAHAHAHAH

sad bu true, and you know what? I'm still here hoping and waiting...
#27
09/19/2008 (5:24 pm)
*cough* TGEA on Mac announcement: http://www.garagegames.com/mg/forums/result.thread.php?qt=78907
#28
09/19/2008 (6:55 pm)
That's Mac, not Linux. I guess it's more feasible to do a Linux port now that there's some OpenGL support in TGEA, but who's going to do it?

From that announcement:
Quote:4. So, what about Linux? We currently do not have plans to support Linux.

Gary (-;
#29
09/23/2008 (11:55 am)
Quote:who's going to do it?

You mean you're not going to do it ?
#30
09/23/2008 (3:34 pm)
Quote:You mean you're not going to do it ?

The odds are slim
#31
01/27/2009 (8:13 pm)
Raising the dead, again; I'm looking to move over to TGEA here as well, and Linux support is one thing keeping me very, very anxious about pulling the trigger. Have their been any efforts at a Linux version, now that the Mac version is out? As far as I know, Penny Arcade was done on TGEA (they sure splash it around everywhere on this site) and it has a Linux version if I'm not mistaken, so it must be possible, right?
#32
01/27/2009 (8:25 pm)
I think probably by now, most of the Linux guys have moved on. I don't know of anyone working on a Linux port of TGEA.
#33
01/28/2009 (5:08 am)
I would like to note that provided you don't put in ANY .net stuff into your project, you can run TGEA fine in Wine (I installed the official MS DX but they have improved the defaults since I last used it so it might work now without any patches). Granted its not the same but it is one method.
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