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by smaudet 2223 days ago
Probably the most relevant issue here is the DirectX stack or using some windows specific API (why? DirectX I maybe got at one point, the others speak to some absurd Microsoft-Is-Best-Cause-I-Paid-Money-ism).

> Many won't have a Linux compatible version, and those that do may only work against specific distributions and hardware. Even then: Have they changed the window manager? What have else they customised?

Outside of truly exotic window managers, the biggest issue I've ever seen with ports has to do with dependencies. Flatpack/Snaps solve most if not all of those problems.

> There have been many issues with anti-cheat solutions over the years on Linux.

That's assuming anti-cheat systems are ethical, even. Most games I play I want to be multiplayer, and moddable. Most games I play can do both of those things and work in a cross platform modding language. Not hard. I don't want any anti-cheat systems for a complex game with tons of modding.

The only place anti-cheat systems make sense is with e-sports style games. Of which, the best anti-cheat systems work server side. Anything else is invasive and tantamount to illegal spying. Shame on you, go burn in peeping Tom hell you perverse game dev.

> For a simple game, you may get away with this. Anything larger will require significantly more testing.

I find this incredibly hard to believe. If you are working within the engine the majority of the time, the majority of the game will play wherever the engine works. Which brings us back to one of your first comments:

> For a simple game that uses the entire UE4 stack, you might be able to get away with that

For which games are you not just using the UE4 stack? I.e. what specific problems are game devs normally experiencing causing their code to be non-portable? A bunch of low level assembly code and non standard C++?

> but as soon as you start digging down into serious development

I challenge you to define 'serious' development. That sounds suspiciously like you're wasting your time fighting infrastructure, or just doing things in a non-portable manner. Solving problems is cross platform, so you can't be doing much serious game coding, its probably problem solving for your particular platform (e.g., as I already mentioned, doing a bunch of work in DirectX shaders or something).