|
> because it has too small a user base Maybe we should instead speak to potential user base. For OSX, the potential userbase is always whoever has the money to buy extremely pricey Apple hardware, at least if you want to game on it, since getting a competent gpu almost always requires the rest of the components be really pricey. For Linux, it is the sum total of all PCs out there with compatible hardware and firmware that can boot a Linux iso. Sure, you have to subtract the subset of the population that would never be able to install it - which is quite sizable - but you also have to consider they don't have to do it themselves, a tech shop or techie friend could. > It sounds like a development nightmare. When I develop for Linux, I use the Open Build System and throw my build script up on the AUR. If you are writing games you are using SDL, and if you aren't I personally use qt. Through that, I get FS access, services acccess, apis for almost everything, such that I don't even need to care about what audio backend you use, what your window manager is, what display server you use, etc. Yes, there might be bugs, but unlike the Windows model, which is write for the buggy APIs because you can't do anything about it, on Linux you send the bugs to the upstream projects they originate from. Yeah, it is about 2 years until that bug fix sees mainstream adoption, but it beats using a buggy DX call for 15 years. |
But the kind of gaming that Linux lacks is the kind that need pricey components. I can play Organ Trail or World of Goo on Linux right now. If I want to play COD, I'm going to need something substantial. That narrows the user base even more.