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by jknt1164 4659 days ago
I'm not a software dev, so this might be a really dumb question, but how hard is it to port/co-develop Windows/Mac games to Linux?

From what I can find out, PS3 is based on FreeBSD and WiiU is a heavily modified version of Linux, possibly Android. XBOX obviously Windows. Would it be that much harder to also have a SteamOS version in the mix too.

2 comments

I don't think porting is the main issue, with Linux adoption. It's always been support. You extend to another platform, you're instantly responsibly for all the tech support of your game on that platform.

IIRC, id Software pretty much had a "you're on your own" type of deal, with people using Linux. They provided the Quake binary, gave a README and some FAQs, and then you're on your own.

Likewise, Blizzard does not allow people to run World of Warcraft on platforms other than Windows and OS X. They know people run under WINE and could prevent them. But they don't. They just don't support it. It's win-win for them. More users without doing anything.

Porting is pretty easy if you target OpenGL and keep everything (sound, input) generic. SDL also works on many platforms.

According to John Carmack its a few weeks worth to port, and maybe even less to extend wine.

But that is like saying that according to Superman going to the moon is a few minutes of flight.

And while Superman might be a hell of a Super Hero, what he said doesn't mean much. Its heavily dependent on libraries/frameworks/engines and technologies used to make the game.

If you use something like C++ and SDL it shouldn't be too hard (if not automatic), but if you use something like C#/XNA it could be harder (if not impossible?), but anyway I think (hope) most C# game developers and ex-XNA users use MonoGame these days.