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f13.net  |  f13.net General Forums  |  Gaming  |  Topic: Plz port DirectX to Linux 0 Members and 1 Guest are viewing this topic.
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Author Topic: Plz port DirectX to Linux  (Read 12468 times)
CharlieMopps
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on: October 16, 2007, 07:56:45 AM

There's enough developers in this forum, could one of you make a port of DirectX for Linux plz?
You'd make zillions of dollars supporting developers porting their games to linux while you were at it.

If I win the lottery, that's what I'd blow my money on. That, and Scotch. Well, hell, I could go get some Scotch right now...
Yegolev
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Reply #1 on: October 16, 2007, 08:04:49 AM

Sorry, I'm busy trying to port notepad to Linux.

Why am I homeless?  Why do all you motherfuckers need homes is the real question.
They called it The Prayer, its answer was law
Mommy come back 'cause the water's all gone
Ookii
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Reply #2 on: October 16, 2007, 08:06:04 AM

What exactly are you trying to run?

Portal-avatar-whores.

schild
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Reply #3 on: October 16, 2007, 08:13:35 AM

Huh?
CharlieMopps
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Reply #4 on: October 16, 2007, 08:15:35 AM

What exactly are you trying to run?

Portal-avatar-whores.

Oh, I dunno... Everything.
This is more of: I wanna stop using windows all together, than just trying to get 1 game to work. I don't think porting notepad will achieve my goal.

Edit: I guess I should add... I would like to see the porting of games to Linux as commonplace as it is to port them to console systems. Which isn't going to happen due to: DirectX
schild
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Reply #5 on: October 16, 2007, 08:16:25 AM

I think you should just run windows.

That would solve your problems.
CharlieMopps
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Reply #6 on: October 16, 2007, 08:17:58 AM

I think you should just run windows.

That would solve your problems.

But I like Linux better... except for the games.
schild
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Reply #7 on: October 16, 2007, 08:20:26 AM

Soooooo why does this thread exist?
Grand Design
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Reply #8 on: October 16, 2007, 08:26:26 AM



I think what you are looking for is Cedega
CharlieMopps
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Reply #9 on: October 16, 2007, 08:28:15 AM

Soooooo why does this thread exist?
so some developer looking for something to do would say "Hey, that's a good idea" and do it? At least, that was the plan.



I think what you are looking for is Cedega

Ooo! Cool.
Ookii
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Reply #10 on: October 16, 2007, 08:29:30 AM



I think what you are looking for is Cedega

Actually right now regular old Wine works better than Cedega for running Steam.  Yesterday there was a step by step guide on how to install and run TF2 (and other assorted Steam goodness) on linux on digg, I'm sure you can find it if that's what you want to do.

If you've got a fast computer with one of the new dual cores you could run Windows as a VM in Linux, apparently the new CPUs have some sort of instruction set which makes VM work pretty much realtime.

schild
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Reply #11 on: October 16, 2007, 08:31:27 AM

Soooooo why does this thread exist?
so some developer looking for something to do would say "Hey, that's a good idea" and do it? At least, that was the plan.

No, never think that again.
Grand Design
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Reply #12 on: October 16, 2007, 08:31:41 AM

Soooooo why does this thread exist?
so some developer looking for something to do would say "Hey, that's a good idea" and do it? At least, that was the plan.

I think you would need more lawyers than developers to accomplish that.


And take Ookii's advice - Linux is not my stomping ground.


I love Big Brother.
Yegolev
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Reply #13 on: October 16, 2007, 09:20:30 AM

Edit: I guess I should add... I would like to see the porting of games to Linux as commonplace as it is to port them to console systems. Which isn't going to happen due to: DirectX Linux learning curve for Regular People

Linux is so much harder to install/operate than any console ever.  I don't understand your comment.

Also Linux sucks.

Why am I homeless?  Why do all you motherfuckers need homes is the real question.
They called it The Prayer, its answer was law
Mommy come back 'cause the water's all gone
bhodi
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Reply #14 on: October 16, 2007, 09:25:11 AM

Everything sucks, it just sucks in different ways.
Yegolev
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Reply #15 on: October 16, 2007, 09:27:28 AM

You got that right, brother.

Why am I homeless?  Why do all you motherfuckers need homes is the real question.
They called it The Prayer, its answer was law
Mommy come back 'cause the water's all gone
Morfiend
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Reply #16 on: October 16, 2007, 09:32:27 AM

I think you should just run windows.

That would solve your problems.

So would shooting yourself in the head. Doesn't mean its a good idea.
schild
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Reply #17 on: October 16, 2007, 09:35:38 AM

I think you should just run windows.

That would solve your problems.
So would shooting yourself in the head. Doesn't mean its a good idea.

I don't get the joke. Shooting oneself in the head wouldn't solve any problems. But installing windows would DEFINITELY fix the gaming problem.
stray
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Reply #18 on: October 16, 2007, 09:40:31 AM

Linux doesn't even have a decent setup for it's own native game/graphics oriented API's, let alone something owned by Microsoft. Hell, it barely has a fucking standard filesystem to even place those files in the same place for everyone. I like OSS and all, but the entire movement needs a massive kick in the nuts for not having very many standards with it's flagship OS.

Linux is good, however, for hosting games. And that's probably all that it will be.
Signe
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Reply #19 on: October 16, 2007, 09:49:27 AM

XHangman was fun. 

I also love Big Brother.

My Sig Image: hath rid itself of this mortal coil.
Murgos
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Reply #20 on: October 16, 2007, 10:17:08 AM

"Plz port DirectX to Linux" is a meaningless statement.  DirectX is the API programmers use to ask Windows to ask hardware to do something.  A simplified way to say it is that if you ported DirectX to Linux then Linux would be Windows.  What actually needs to happen is that a standardized API is created that can then be used to talk to Windows, Mac, Linux and etc... via their own preferred API.

In those terms I think that it's pretty obvious that what you are asking for is about a billion dollars in development, assuming you can get everyone involved to play nice and help out.  Good luck with that, I'm sure Yegolev will be happy to get on it once he is finished porting notepad.exe to Linux.

"You have all recieved youre last warning. I am in the process of currently tracking all of youre ips and pinging your home adressess. you should not have commencemed a war with me" - Aaron Rayburn
Samwise
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Reply #21 on: October 16, 2007, 10:34:05 AM

What actually needs to happen is that a standardized API is created that can then be used to talk to Windows, Mac, Linux and etc... via their own preferred API.

NVIDIA made something like that but I don't know if anyone's actually using it.
stray
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Reply #22 on: October 16, 2007, 10:35:38 AM

Sony uses it for the PS3.
Stephen Zepp
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Reply #23 on: October 16, 2007, 12:12:11 PM

"Plz port DirectX to Linux" is a meaningless statement.  DirectX is the API programmers use to ask Windows to ask hardware to do something.  A simplified way to say it is that if you ported DirectX to Linux then Linux would be Windows.  What actually needs to happen is that a standardized API is created that can then be used to talk to Windows, Mac, Linux and etc... via their own preferred API.

In those terms I think that it's pretty obvious that what you are asking for is about a billion dollars in development, assuming you can get everyone involved to play nice and help out.  Good luck with that, I'm sure Yegolev will be happy to get on it once he is finished porting notepad.exe to Linux.

You just described the GFX abstraction layer in Torque 2! /duckandrun

Seriously though--games are written in the GFX API, and render devices are loaded dynamically based on the underlying capabilities. DX8, DX9, DX10, OpenGL x.y, fixed function, software render, Xenon (XB360), etc., etc.

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Murgos
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Reply #24 on: October 16, 2007, 01:36:14 PM

You just described the GFX abstraction layer in Torque 2! /duckandrun

Seriously though--games are written in the GFX API, and render devices are loaded dynamically based on the underlying capabilities. DX8, DX9, DX10, OpenGL x.y, fixed function, software render, Xenon (XB360), etc., etc.

I'm sure it's wonderful but I'm also pretty sure I can tell you what one of the main complaints you get about it. 

"Abstraction layers limit the users ability to manipulate and optimize to the full complexity of the interface being abstracted."  Am I rite?

DirectX really only caught on because it exposed enough underlying complexity while still providing access to advanced memory management (among other things) to make the trade off of moving from DOS attractive.  Abstracting out the direct OS interface is a great theory but there has to be more than just cross platform to really get buy in.  In this case it's competition, the Id guys aren't going to use your abstraction layer because the Unreal guys aren't because they get X performance bonus from doing it the hard way and Id's product has to compete.

People have been trying to do hardware and OS neutral design for a long time now.  It almost never seems to work quite right though, you end up with Java apps which by being the 'Jack of all Trades' just ends up as the 'Master of None'.

"You have all recieved youre last warning. I am in the process of currently tracking all of youre ips and pinging your home adressess. you should not have commencemed a war with me" - Aaron Rayburn
Big Gulp
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Reply #25 on: October 16, 2007, 03:13:22 PM

Ooo! Cool.

So let me get this straight...  You're an avowed Linux lover, and yet you've never heard of Cedega.

The whole, "OMG M$ is tha borg!" shit is sooo last century.
« Last Edit: October 16, 2007, 03:15:40 PM by Big Gulp »
Stephen Zepp
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Reply #26 on: October 16, 2007, 04:57:21 PM

You just described the GFX abstraction layer in Torque 2! /duckandrun

Seriously though--games are written in the GFX API, and render devices are loaded dynamically based on the underlying capabilities. DX8, DX9, DX10, OpenGL x.y, fixed function, software render, Xenon (XB360), etc., etc.

I'm sure it's wonderful but I'm also pretty sure I can tell you what one of the main complaints you get about it. 

"Abstraction layers limit the users ability to manipulate and optimize to the full complexity of the interface being abstracted."  Am I rite?

DirectX really only caught on because it exposed enough underlying complexity while still providing access to advanced memory management (among other things) to make the trade off of moving from DOS attractive.  Abstracting out the direct OS interface is a great theory but there has to be more than just cross platform to really get buy in.  In this case it's competition, the Id guys aren't going to use your abstraction layer because the Unreal guys aren't because they get X performance bonus from doing it the hard way and Id's product has to compete.

People have been trying to do hardware and OS neutral design for a long time now.  It almost never seems to work quite right though, you end up with Java apps which by being the 'Jack of all Trades' just ends up as the 'Master of None'.

You have the source code of the render devices as well, so if you want the optimization, you have the ability to do so--but not everyone interested in making games requires it, so the abstraction layer is available.

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Samwise
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Reply #27 on: October 16, 2007, 05:00:25 PM

You have the source code of the render devices as well, so if you want the optimization, you have the ability to do so--but not everyone interested in making games requires it, so the abstraction layer is available.

That means that to get higher levels of optimization and/or functionality you have to go back to coding to each individual rendering API, correct?  Sounds suspiciously like a cop out.   tongue

The thing I remember as being cool about Cg (in theory) is that it was designed specifically to accomodate fancy hardware features (programmable hardware shaders, that sort of thing) that other APIs lagged in supporting, rather than just aiming at the lowest common denominator of what was currently there.
Stephen Zepp
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Reply #28 on: October 16, 2007, 05:13:45 PM

You have the source code of the render devices as well, so if you want the optimization, you have the ability to do so--but not everyone interested in making games requires it, so the abstraction layer is available.

That means that to get higher levels of optimization and/or functionality you have to go back to coding to each individual rendering API, correct?  Sounds suspiciously like a cop out.   tongue

The thing I remember as being cool about Cg (in theory) is that it was designed specifically to accomodate fancy hardware features (programmable hardware shaders, that sort of thing) that other APIs lagged in supporting, rather than just aiming at the lowest common denominator of what was currently there.

I think you're taking what I said completely out of context, or I didn't give enough information. If you want to use DX9 capabilities and the hardware supports it, force load the DX9 render device. If you are building your code for the 360, you'll need to use the 360 specific render device, but the code you write yourself as part of making the game doesn't change--just the underlying implementation.

It's black or white : if you want cross platform/cross device, it's built in with no additional effort, but you won't have the highest quality of optimization for your particular project. You will of course have a highly optimized set of render devices, generally speaking, since device drivers are provided, but he mentioned wanting to ride the bleeding edge, so there's a built in assumption that a particular game might have mechanics that could utilize optimizations at the lowest levels.

If you want the highest optimization for your project, then you'll need to do the optimizations on any platforms you want it optimized for. How is that a cop out?

Finally, your "I can't use abstraction if I want to compete with others" argument was proven pretty wrong with the old school I must code in Assembly generation. Certainly I agree Java as a cross-platform solution isn't appropriate for making hard core games--but I never said it was, and it's not even in the same ballpark regarding what I'm talking about.

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Murgos
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Reply #29 on: October 16, 2007, 05:23:51 PM

Finally, your "I can't use abstraction if I want to compete with others" argument was proven pretty wrong with the old school I must code in Assembly generation.

I did not say that.  I even pointed out a very successful example where it did work.  I said if there weren't enough benefits to outweigh the minuses then people would be slow to adopt because the competition is so tough.

Sorry for the bold but you decided to not read what I wrote.

"You have all recieved youre last warning. I am in the process of currently tracking all of youre ips and pinging your home adressess. you should not have commencemed a war with me" - Aaron Rayburn
Stephen Zepp
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Reply #30 on: October 16, 2007, 05:31:09 PM

Finally, your "I can't use abstraction if I want to compete with others" argument was proven pretty wrong with the old school I must code in Assembly generation.

I did not say that.  I even pointed out a very successful example where it did work.  I said if there weren't enough benefits to outweigh the minuses then people would be slow to adopt because the competition is so tough.

Sorry for the bold but you decided to not read what I wrote.

Fair enough--especially with your follow-on reference to Java however, I responded to what seemed to be your point. If commercial developer YYY wants to gain a few frames by mucking about in direct render device code they have full flexibility to do so in any case--consider it abstraction for convenience if you will.

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Samwise
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Reply #31 on: October 16, 2007, 05:47:57 PM

If you want the highest optimization for your project, then you'll need to do the optimizations on any platforms you want it optimized for. How is that a cop out?

Because if the project in question will require you to drop out and code some parts in DirectX anyway, what's the point of using this API for it?  Why not just use DirectX to begin with?

What's really wanted is an API that provides all the benefits of DirectX AND builds on any platform.  This, of course, is nontrivial.   tongue
Signe
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Reply #32 on: October 16, 2007, 06:09:22 PM

Ooo! Cool.

So let me get this straight...  You're an avowed Linux lover, and yet you've never heard of Cedega.

The whole, "OMG M$ is tha borg!" shit is sooo last century.


My Sig Image: hath rid itself of this mortal coil.
bhodi
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Reply #33 on: October 16, 2007, 06:48:27 PM

The one who should *really* chime in here is Quinton. Him and his unrealistically cute pokemon avatars have been around this particular block a time or two.
Quinton
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Reply #34 on: October 16, 2007, 08:26:08 PM

The one who should *really* chime in here is Quinton. Him and his unrealistically cute pokemon avatars have been around this particular block a time or two.

Which block?  I'm not a windows guy by any means -- much more embedded systems and suchlike.  I'm also not out there waving the "the future is linux on the desktop" flag, because that's kinda silly.

As pointed out above you need a lot more than just "DIRECTX" to make it trivial to easily port (or just run) win32 games on linux.  Projects like Wine aim to provide as much as they can of that environment, but it certainly is a *lot* of work and win32 is a moving target.

Unless your portability layer gives you everything you need such that you never want to deal with the underlying OS (or only just minimally), from a financial standpoint almost any company is going to target the platform that's 95% of the market primarily.  Even assuming you could pretty easily build on linux, you still have to QA that, deal with issues that crop up on it, etc.  You can easily dump a ton of cash/resources into something that will be a tiny tiny fraction of your sales.

Personally, I love the linux to death for development stuff and it pays the bills, but I keep a win32 box around for PC games.  Helluva lot easier than most other alternatives.

- Q
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