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Latest Comments by natewardawg
There's now a Linux build of Unity 2017.3, with a new installer
27 Sep 2017 at 10:35 pm UTC

Yes, they have made the Linux Editor essentially as usable as the Mac/Windows version. Great job to the Unity Linux Editor team!

Ryan "Icculus" Gordon is looking for new games to port to Linux, pay not required
25 Aug 2017 at 1:11 pm UTC

Quoting: tuubi
Quoting: EhvisIt's irrelevant anyway. This is about who would like his help in porting. It is unlikely that he could get an AAA publisher to even consider it. A few relevant posts in this thread mentioned developers that were interested, but didn't really have the man power or experience with Linux. I think those would be good candidates.
Agreed.
Doubly agreed, if Ryan is doing this on such a low wage through his Patreon it would be best if he ports something he's excited about. If it's something we're excited about than that would be awesome too :)

Ryan "Icculus" Gordon is looking for new games to port to Linux, pay not required
22 Aug 2017 at 7:19 pm UTC

Looking at the recent reviews, it looks like No Man's Sky is actually becoming a very good game. So, I'll put that on the list too :)

Ryan "Icculus" Gordon is looking for new games to port to Linux, pay not required
21 Aug 2017 at 7:00 pm UTC Likes: 1

I'm going to toss up:

Any Batman game
Any Final Fantasy Game
Sleeping Dogs Definitive Edition
Deus Ex Human Revolution

AMD RX Vega GPUs released along with a new AMDGPU-PRO Driver
14 Aug 2017 at 9:58 pm UTC

I might get one in a few months if I have the cash to spare. Sounds exciting! :)

Open source game engine 'Godot' showcases upcoming 3.0 features in a new video
12 Aug 2017 at 1:57 pm UTC Likes: 2

Quoting: GuestWill Godot support Vulkan? There is a comment on steam but I don't know if this is serious or not.
All of the below is to the best of my knowledge from reading their comments about the issues, but I obviously don't have the full picture, so the following is my opinion :)

They will eventually switch to Vulkan when it makes more sense. Godot works on iOS and Android as well. A lot of Android devices still don't support Vulkan. You can mostly thank the carriers for that since many of the chips support it but the carriers won't make updates to enable it. iOS/macOS obviously doesn't support Vulkan. So, a large number of devices don't support Vulkan.

So, I believe that Godot will be Vulkan/Metal instead of GLES 3 eventually. But, it really doesn't make sense right now since if they had gone in that direction their small team would have three renderers to maintain (GLES2 or GLES3/Vulkan/Metal). So they choose GLES3 because you can make a very high quality renderer with it and it supports all target devices.

So, I think it's safe to say that once almost all Android devices are running Vulkan they will switch the renderer to it.

What games do you want ported to Linux? Feral Interactive want to know again
12 Aug 2017 at 4:17 am UTC

Rise of the Tomb Raider
Sleeping Dogs
Any of the Batman games
Any of the Final Fantasy games

Open source game engine 'Godot' showcases upcoming 3.0 features in a new video
12 Aug 2017 at 4:15 am UTC Likes: 1

This is really looking to be a big release. Thanks to the hard work of Juan, the Godot team, and of course all of the open source contributors :)

Full Throttle Remastered Rides onto Linux
29 Jul 2017 at 5:57 am UTC

Purchased! :) I originally played this game on a PowerPC Mac back in the day when Mac OS 8 was the new hotness! The audio for Full Throttle was choppy if you had virtual memory on. So turn that off, restart, and it was ready to play. :)

Godot, the open source game engine has released the first 3.0 Alpha
28 Jul 2017 at 4:13 pm UTC Likes: 1

Quoting: KetilPython isn't as fast as C/C++, but it isn't slow either. It depends a lot on how you use it, and modules can easily be precompiled leaving a binary .pyc file beside the .py file.

A minimal language intended for scripting only will probably be faster, but python is a general purpose language, so you can generally do more with it, with less, or more readable code.
Agreed. I don't personally use Python very often, but in addition to what you said, even if it were *very* slow it wouldn't be a problem in most cases because the most computationally heavy code is within the engine itself. So your *slow* Python code would be calling into the fast C++ code anyway.

There are obviously cases where you need fast scripting, but I find usually scene and algorithm optimizations are the main need in optimizing a game, not for more code performance. For instance, having too many collisions in your game or too many draw calls (objects/passes/lights) will kill performance long before your scripting will. For algorithm, an obvious example would be using a merge sort over a selection sort which will dramatically speed up your code. Even fully optimized C++ while using a selection or bubble sort will be slow as molasses. Maybe a more game specific optimization would be to check squared distances instead of square rooted distances when checking lots of objects and all you need to do is find which one is closer. These examples have nothing to do with code performance but can be done in all languages.