How many games will actually go cross-platform?
by Myk Sanders · in Torque Game Engine · 09/23/2002 (9:35 am) · 15 replies
Or at least try?
I wonder how many projects this community is working on are actually going to take advantage of the portable aspect of the TGE.
I know the setbacks and technicalities of porting a game for another OS, but just wondering if any of us risk takers are even considering this risk?
I personally am planning on taking advantage,Any one else?
~myk
I wonder how many projects this community is working on are actually going to take advantage of the portable aspect of the TGE.
I know the setbacks and technicalities of porting a game for another OS, but just wondering if any of us risk takers are even considering this risk?
I personally am planning on taking advantage,Any one else?
~myk
#2
I think that you will find many games with Mac, Linux, and WIN32 binaries. :-) It will definately increase the possible audience, especially now that I have a 100gb drive in my Linux desktop.
09/23/2002 (9:49 am)
I know that there have been Linux, Mac, and WIN32 binaries floating out there for some demos of TGE games. I also know that John's created Linux binaries for some games, and I'd be willing to compile code too.I think that you will find many games with Mac, Linux, and WIN32 binaries. :-) It will definately increase the possible audience, especially now that I have a 100gb drive in my Linux desktop.
#3
Mind you, I don't have a modern Mac, just a G3 iMac. I wonder if I'd be able to compile with all the optimizations for a G4? Anybody know? I've only dabbled with OSX development.
09/23/2002 (10:02 am)
My personal priorities would be Windows and Mac, with a Linux build if possible. I don't actually see a reason why the Linux build would cause problems, but if it did, I'd have to put the other two platforms ahead of it.Mind you, I don't have a modern Mac, just a G3 iMac. I wonder if I'd be able to compile with all the optimizations for a G4? Anybody know? I've only dabbled with OSX development.
#4
09/23/2002 (10:45 am)
I'd only go for linux for a server version... to run dedicated servers. Becuase a lot of game server admins seem to prefer linux.
#5
I would then look at Macintosh client and server compiles, and then maybe Linux client compiles in order of importance all things being equal.
09/23/2002 (10:49 am)
For mass commercial acceptance I believe that Windows client and dedicated server and Linux dedicated server compiles are a mininum.I would then look at Macintosh client and server compiles, and then maybe Linux client compiles in order of importance all things being equal.
#6
We currently have the windows and linux build working perfectly, but no Mac build. I will quite soon look for a helpful pal that will help us to compile DoP on Mac as i really want to have all builds (win,linux & mac) for the next beta release.
BTW, John is the guy that made the Linux build of DoP and he is really helpful.
09/23/2002 (11:00 am)
DoP will be released for Windows, Linux and Mac.We currently have the windows and linux build working perfectly, but no Mac build. I will quite soon look for a helpful pal that will help us to compile DoP on Mac as i really want to have all builds (win,linux & mac) for the next beta release.
BTW, John is the guy that made the Linux build of DoP and he is really helpful.
#7
I didnt expect this much feedback. I think if one were to build a Linux version, then a compile for OSX would definatly be possible, seeing as the two arent very far apart.-no?
I'm not a prgrammer, but I do know that OSX has some *nix under the hood. And any machine good enough to run OSX (i think it only runs on G3's and newer) should be able to run TGE. Ive run on on DV iMac's with little problems.
~myk
09/23/2002 (12:13 pm)
Wow,I didnt expect this much feedback. I think if one were to build a Linux version, then a compile for OSX would definatly be possible, seeing as the two arent very far apart.-no?
I'm not a prgrammer, but I do know that OSX has some *nix under the hood. And any machine good enough to run OSX (i think it only runs on G3's and newer) should be able to run TGE. Ive run on on DV iMac's with little problems.
~myk
#8
09/23/2002 (1:40 pm)
I'm planning to port to OSX as soon as I get a Mac. :) no Linux support is planned, as my project is SP-only for the forseeable future. We could hack in DM, TDM, and CTF, but it'd be tacked-on and that's not really the focus of the game, anyhow.
#9
It most certainly is a question of who the team members are. If you have Linux-fanatics in your team like me, they'll make sure your game runs on Linux. If you don't have a Mac-fan, then despite best intentions some unforseen troubles can easily stop the Mac version.
09/23/2002 (11:03 pm)
Bad Samaritans will be released for the Mac, too (i.e. all three platforms). Right now, though, no team member owns a Mac, and while I have access to one at work I couldn't get the compile done.It most certainly is a question of who the team members are. If you have Linux-fanatics in your team like me, they'll make sure your game runs on Linux. If you don't have a Mac-fan, then despite best intentions some unforseen troubles can easily stop the Mac version.
#10
I am working on my own projects, but getting games on MacOS is something worth doing on the side.
09/26/2002 (6:32 pm)
I would be glad to make MacOS9/X builds on request (im a SDK register, and have a Mac).I am working on my own projects, but getting games on MacOS is something worth doing on the side.
#11
09/26/2002 (8:13 pm)
James D., you should talk to Frank Bignone. He needs a Mac build of Dog of Prey.
#12
We're pretty excited about it. We've never had the oppurtunity to release a Mac version of our games before.
-David
09/27/2002 (8:30 am)
We're planning to exploit Torque's cross-platform capabilities for Paintball Net.We're pretty excited about it. We've never had the oppurtunity to release a Mac version of our games before.
-David
#13
Our first project, the Truth, is definitely going to come out on both Windows and MacOS X, as the latter was a request/condition to the licensing of the Intellectual Property we're using. We'll also try to have a Linux version of the game, and if (or when) the multiplayer "module" ships, definitely have a Linux dedicated server...
As for future game projects, our studio's wish is to always release on MacOS X and Windows, with Linux x86 support when feasible.
Finally, I'm looking forward to using MacOS X as my main development platform in the near future, including everyday computer usage : going back to the fold, in a way... (pun intended :))
Nicolas "JiuQ" Quijano
09/27/2002 (11:50 am)
We settled on and chose TGE because of its support for the 3 main desktop platforms...Our first project, the Truth, is definitely going to come out on both Windows and MacOS X, as the latter was a request/condition to the licensing of the Intellectual Property we're using. We'll also try to have a Linux version of the game, and if (or when) the multiplayer "module" ships, definitely have a Linux dedicated server...
As for future game projects, our studio's wish is to always release on MacOS X and Windows, with Linux x86 support when feasible.
Finally, I'm looking forward to using MacOS X as my main development platform in the near future, including everyday computer usage : going back to the fold, in a way... (pun intended :))
Nicolas "JiuQ" Quijano
#14
09/30/2002 (7:34 pm)
I'd love to port Trajectory Zone to both Linux and Mac. Unluckly, due to lack of hardware and time, unless I find someone who's interested in doing the port, well, it's probably not gonna get done at release time, and after I've had some time after the release I'll do the porting work then. Of course, it shouldn't be much to port it - that's one of the reasons why I liked the idea of licensing Torque. One code base, three platforms - seems logical to me ;-)
#15
Any game I release with it, I want to be cross platform - or at least, portable enough that if demand warrants it can be cross platform.
I definitely won't be putting any unportable features into the engine if I can help it (for instance, windows only AVI playing)
10/01/2002 (12:51 pm)
My two cents: one factor in my purchase of Torque was that it was cross platform, and I intend to keep it so as I develop on it.Any game I release with it, I want to be cross platform - or at least, portable enough that if demand warrants it can be cross platform.
I definitely won't be putting any unportable features into the engine if I can help it (for instance, windows only AVI playing)
Torque Owner Nathan Martin
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