Latest Comments by natewardawg
The Xenko Game Engine recently became free and open source
7 Aug 2018 at 11:47 pm UTC
7 Aug 2018 at 11:47 pm UTC
Actually, Xenko wasn't entirely open source before. Here's from their answers site when it was still GPL...
XYC:
- If this project is dead,maybe someone will create a new project called Xenko2 (based on Xenko src).
Virgile (Xenko programmer):
- Unfortunately current Xenko license (GPL+custom) doesn't allow that. Also the editor is not opensource.
- We are trying to change all of that (cf blog post): "Meanwhile, we’re exploring the idea of a version of Xenko run entirely by the community."
Personally, I think it's great news for this project particularly to be released as MIT! It was previously dual licensed as Commercial/GPL, but in a way that made it very difficult to contribute in a way that made it safe for the community. It was only safe for the engine developers.
For instance, if you wanted to make a game in Xenko, you could do it for free and release your game under whatever license you wanted if you user *their* Commercially licensed build. Great!
To the best of my understanding, the problem was that if you used your own build of the engine your *entire game's code* had to be released as GPL. So, if you needed to modify the source for the engine in such a way that it wouldn't make it back into an official build, which is pretty easy to do if you need something specifically for your game, and even though you made the engine source available, you had to release your entire game under the GPL!!!
Now that it's all MIT licensed this is no longer an issue.
Also, it looks like Virgile plans to continue development on it :)
https://www.patreon.com/xenko/overview [External Link]
XYC:
- If this project is dead,maybe someone will create a new project called Xenko2 (based on Xenko src).
Virgile (Xenko programmer):
- Unfortunately current Xenko license (GPL+custom) doesn't allow that. Also the editor is not opensource.
- We are trying to change all of that (cf blog post): "Meanwhile, we’re exploring the idea of a version of Xenko run entirely by the community."
Personally, I think it's great news for this project particularly to be released as MIT! It was previously dual licensed as Commercial/GPL, but in a way that made it very difficult to contribute in a way that made it safe for the community. It was only safe for the engine developers.
For instance, if you wanted to make a game in Xenko, you could do it for free and release your game under whatever license you wanted if you user *their* Commercially licensed build. Great!
To the best of my understanding, the problem was that if you used your own build of the engine your *entire game's code* had to be released as GPL. So, if you needed to modify the source for the engine in such a way that it wouldn't make it back into an official build, which is pretty easy to do if you need something specifically for your game, and even though you made the engine source available, you had to release your entire game under the GPL!!!
Now that it's all MIT licensed this is no longer an issue.
Also, it looks like Virgile plans to continue development on it :)
https://www.patreon.com/xenko/overview [External Link]
OpenGL to be deprecated in the next macOS release, could mean interesting things for Linux gaming
5 Jun 2018 at 12:38 am UTC
5 Jun 2018 at 12:38 am UTC
Godot already has plans to use MoltenVK in order to support Mac and iOS. It's probably the route many developers will go who still want to support those platforms.
The Myst 25th Anniversary Collection may come to Linux with help from Codeweavers
16 May 2018 at 10:04 pm UTC Likes: 1
16 May 2018 at 10:04 pm UTC Likes: 1
I would love to play through those again on Linux! :)
Godot Engine to work on Vulkan support
27 Feb 2018 at 7:18 pm UTC
This same logic doesn't apply to a general purpose engine like Godot/Unity/Unreal/etc since, theoretically speaking, even taking an entire year to make a proper Vulkan implementation benefits large amounts of game developers and you don't have to rewrite it from scratch per game.
Most game developers use general purpose engines, even AAA studios typically use a general purpose engine, like Unreal, and then modify it if they need to.
27 Feb 2018 at 7:18 pm UTC
Quoting: KimyrielleSome voiced that DX11 is "good enough" and low-level APIs aren't worth the additional trouble.Very true, but these are almost exclusively people who are writing an in-house engine for lightweight games that wouldn't be bottlenecked with draw calls. Many of these types of developers write an entire engine for each game and a limited number of platforms, so I can see why Vulkan is simply too much in these cases. These developers tend to be pretty popular (IE. Jonathan Blow) and don't actually represent most game developers whether AAA or Indie.
This same logic doesn't apply to a general purpose engine like Godot/Unity/Unreal/etc since, theoretically speaking, even taking an entire year to make a proper Vulkan implementation benefits large amounts of game developers and you don't have to rewrite it from scratch per game.
Most game developers use general purpose engines, even AAA studios typically use a general purpose engine, like Unreal, and then modify it if they need to.
Quoting: KimyrielleStill glad to see that they're going to add it!Absolutely, me too!!! :)
Vulkan can now run on Mac as MoltenVK is now open source
27 Feb 2018 at 1:52 pm UTC
27 Feb 2018 at 1:52 pm UTC
Quoting: hardpenguinVery true, haha :D I guess I'm just living in a different world since the ones I mentioned I develop for on an almost daily basis. It's so neat to see it working on so many devices. M$ will have to give in soon or it might possibly hurt Xbox... or not :/Quoting: natewardawgThis means we can use Vulkan on all of the major platforms: Linux, Windows, macOS, Android, and iOS... that's a huge benefit! :)Aren't you forgetting something? ;)
Vulkan can now run on Mac as MoltenVK is now open source
26 Feb 2018 at 3:36 pm UTC Likes: 14
26 Feb 2018 at 3:36 pm UTC Likes: 14
I can see this being a huge advantage for us developers since we can have a consistent look across all platforms (especially if we can use the same texture formats eventually as well). Also, doesn't this also run on iOS, and not just macOS, per what I was reading in this article? https://www.phoronix.com/scan.php?page=article&item=vulkan-on-mac&num=1 [External Link]
This means we can use Vulkan on all of the major platforms: Linux, Windows, macOS, Android, and iOS... that's a huge benefit! :)
I know they also benefit greatly from this, but still, thank you Valve for being generous by "convincing" them to open source this with company resources... IE. money :)
This means we can use Vulkan on all of the major platforms: Linux, Windows, macOS, Android, and iOS... that's a huge benefit! :)
I know they also benefit greatly from this, but still, thank you Valve for being generous by "convincing" them to open source this with company resources... IE. money :)
Playing Prey on Linux in 2018
14 Feb 2018 at 10:42 pm UTC
14 Feb 2018 at 10:42 pm UTC
I played this game back in 2007/2008 or so and I installed it and starting playing it again a few months back. It's a very fun and ingenuitive game IMO.
Rise of the Tomb Raider announced for Linux, port from Feral Interactive
13 Feb 2018 at 2:00 pm UTC Likes: 1
13 Feb 2018 at 2:00 pm UTC Likes: 1
Quoting: MarkyWoohoo!If they never state otherwise, I'm quite sure this will be obvious once the benchmarks start rolling in :)
Quoting: EhvisNow I'm curious. IIRC, RoTR has DX12 support. Did Feral use that basis for their port to Vulkan or did they go for DX11 translation they already had working.I'd like to know too. Would be interesting to know which is better/easier for Feral.
Is the DX12 version better than DX11 on windows?
Rise of the Tomb Raider announced for Linux, port from Feral Interactive
13 Feb 2018 at 1:49 pm UTC
13 Feb 2018 at 1:49 pm UTC
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