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by nicce
924 days ago
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We have quite a lot of disk space these days on computers, so we can just use functional/declarative package managers to use dependencies in any format we like, having multiple versions of the same dependencies simultaneously, if needed. Steam/Epic/et all. could just host own package registry for games, and there is no conflict with major Linux distributions about binary distribution. On that case developers can bundle their games as they want, and end-users just use the package manager. If you look how Steam works under the hood in Linux, it also manages dependencies for each game separately instead of using system libraries in the most cases. |
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Collabora "pressure-vessel" (used by valve) is limited as it does not follow the ELF ABI for all ELF binaries, and does take of lot of shortcuts for provider software packages it must import (datafile locations, critical environment variables, etc), and if you don't have "ubuntu", you are done for: I have often arguments with one "pressure-vessel" devs because it is breaking my distro even though it is very vanilla and simple, but not "ubuntu" breaking many of their "shortcuts".
And games would like to run en elf/linux distros without "pressure-vessel" (as far as I know, is not open source), as a set of clean ELF binaries.
But there is light at the end of the tunnel: engines, like godot, unity, UE5 (I think) seems very carefull about ABI issues on elf/linux and the game devs don't need to worry about cherry picking backward symbol version, avoid symbol collision with system ones as it is done for them by engine devs.
But you have engines which expect too much from the user system, that beyond video game core libs/interface: like electron (google blink), which expects a specific version of GTK+ on the user system... so the end of the tunnel is still far away for them.