Patreon Logo Support us on Patreon to keep GamingOnLinux alive. This ensures all of our main content remains free for everyone. Just good, fresh content! Alternatively, you can donate through PayPal Logo PayPal. You can also buy games using our partner links for GOG and Humble Store.
Latest Comments by Code Artisan
Disgaea 2 PC is coming to Linux & SteamOS
23 Aug 2016 at 10:22 am UTC Likes: 1

Do you need to play the first one beforehand (story wise) ?

Barony, a 3D first-person roguelike goes open source
9 Jul 2016 at 10:11 am UTC Likes: 1

That's an opengl 1.1 based renderer (~1997 technology).

Minecraft 1.10 released, adds Polar Bears and more
10 Jun 2016 at 12:20 pm UTC

Quoting: FUltraI think that the version equality will be there for a long time since it's the same version due to Minecraft being a Java application. Of course they could always try and force the XBOX version as the only version (guessing here that that version is not written in Java) but there is nothing that indicates that this is on the road map.
The mobile version written in C++ is being ported to Windows 10. There no plan for Linux.

http://minecraft.gamepedia.com/Windows_10_Edition [External Link]

8 out of the 10 current most popular Steam games support Linux
7 Jun 2016 at 1:36 pm UTC

Quoting: ShabbyXCompletely true. A few months ago some apparently famous guy was showing equal performance between vulkan opengl 4.5. Opengl is very powerful, it's just terribly used. Vulkan is just a more modern reimplemention of the same stuff as opengl.
The problem is that most of opengl engines are object-oriented where the rendering loop does look something like this

render()
{
    for entity in entities
    {
        glBindTexture(entity.texture);
        glBindFramebuffer(entity.framebuffer);
        glBindVertexBuffer(entity.vertexbuffer);
        glUseProgram(entity.program);
        glDepthFunc(entity.depth);
        ...

        glDraw(...);
    }
}


You will notice that there a lot a state changes done by the driver for every object. To avoid that, we need to get rid of OOP to make our engines data-oriented (not to be confused with data-driven which is a different thing) where you sort/pack data in the following order

framebuffers -> global states -> programs (shaders) -> textures -> vertex buffer

The rendering loop then looks like this

render()
{
    for framebuffer in framebuffers
    {
        glBindFramebuffer(framebuffer);

        for global in framebuffer.globals
        {
            glDepthFunc(global.depth);
            glEnable(...);

            for program in global.programs
            {
                glUseProgram​(program);

                for texture in program.textures
                {
                    glBindTexture(texture)

                    for vertexbuffer in texture.vertexbuffers
                    {
                        glBindBuffer(vertexbuffer);
                        glDraw(...);
                    }
                }
            }
        }
    }
}


Now, Vulkan has real advantages over OpenGL: Finer control over memory consumption, clean api, same api on mobile, less bloat (you only implement what you need), SPIR, ...

Feral Interactive are teasing another new Linux & Mac port with a new clue
24 May 2016 at 6:30 pm UTC Likes: 1

Would be really surprised if it's DooM, even the classic id software's games that are packaged with dosbox are not available on SteamOS.