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Latest Comments by Nevertheless
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20 Jan 2019 at 1:59 pm UTC Likes: 2

Quoting: liamdawe
Quoting: LinuxerThe shop to buy shirts and stuff doesnt work?
Sin is working on new designs, it will return!

Quoting: LinasP.S. How do you pronounce your last name. :whistle:
Hah, a source of many jokes. Hint: not a door but kinda close... more like, daaw?
A name to be in awe (of), Mr Dawe?

If you enjoy our content, we would appreciate your support!
19 Jan 2019 at 10:29 pm UTC Likes: 8

I appreciate your very grounded way of dealing with information and events. You don't tend to overreact, but you are sensitive enough not to overlook small but important information.

You have a very good and credible way of dealing with developers and users, you don't keep back your opinions, but you respect dissenting opinions.

All this makes GOL a big win for the Linux gaming community in my eyes, and I don't necessarily have to share your opinion every time to generally trust your judgement.

Valve put out another Steam Beta Client with minor Steam Play changes
19 Jan 2019 at 7:47 pm UTC Likes: 1

Quoting: Comandante Ñoñardo
Added the ability to force Steam Play compatibility tools for non-Steam game shortcuts
hmm... And how exactly works this feature?
I used it for pre installed GOG games so far. After selecting the games exe file to "install a non Steam game" in Steam, I had to correct the "Target" inside the games properties. It has to contain the complete path including the exe file.
After checking the "compatibility tools" checkbox I can run the games without problems.

Snip wires, flick buttons and save the world in Bomb Squad Academy
15 Jan 2019 at 10:06 am UTC

Great puzzle game I also totally missed! It's a bit short though. Had it through in 2 hours. They should make a bomb squad adventure game and use Bomb Squad Academy as a tutorial for it!
However I found it completely worth the 5€!

Unity have changed their terms of service, which has essentially blocked SpatialOS and streaming services
10 Jan 2019 at 4:16 pm UTC

Quoting: CFWhitman
Quoting: NeverthelessWhat I still don't get is Unitys interests in this. Did they really plan to upset their customers to squeeze money out of streaming services?
It appears to be an anti-competitive ploy. They now own a streaming service, so if they restrict you from using their engine for your streaming service, then there is less competition for their streaming service.

If Unity use were great enough to constitute a monopoly you could use this as a legal argument to force them to split the streaming service into a separate company so that there would be no motive for the development company to restrict its customers in this way. I don't think that Unity quite rises to the status of a monopoly, though.
If that's the reason, then I think protecting the streaming service will most likely hurt the rest more than it helps.

Unity have changed their terms of service, which has essentially blocked SpatialOS and streaming services
10 Jan 2019 at 3:24 pm UTC

What I still don't get is Unitys interests in this. Did they really plan to upset their customers to squeeze money out of streaming services?

More updates on Ashes of the Singularity: Escalation with Vulkan for Linux
8 Jan 2019 at 9:08 pm UTC

Quoting: Guest
Quoting: Nevertheless
Quoting: Guest
Quoting: Nevertheless
Quoting: liamdaweFrom what Stardock said on Reddit [External Link]:
I mentioned this in another thread but the reason I'm bullish on Linux game development these days is because of Vulkan.

Vulkan didn't exist during the PA dev cycle.

We're focusing on porting our engine to Linux because you take Linux + Vulkan and you can take your title to many different platforms.
As if Valve had planned this.. :)
Not Valve.
Khronos.
Specifically the Vulkan Working Group within Khronos. Even then there's one person in particular who worked very hard to make it possible (sadly, forget his name, so I should try find out again) by having the Vulkan design work across architecures and platforms.
Validation and SDK work was mostly LunarG, in cooperation with Valve. I would say that's just been naturally easier with GNU/Linux as a development environment.
ARM (now just arm) have their interests in *nix environments too, and have been heavily involved in getting Vulkan running on Linux platforms (GNU desktop and Android).
So it's been a massive effort from many companies to make Vulkan and associated developer tools really awesome.
Valve did not so much themselves of course, but the initiative came from them to a big part! They hosted most of the meetings where Khronos picked up the GL-Next thread again, and moved on to create Vulkan out of AMDs Mantle code.

Edit: Oh, I think you mean Graham Sellers from Nvidia?
Sellers is AMD. Timothy Lottes, I think it was. Also AMD, if I'm not mistaken.

Vulkan (by whatever name) was in talks before Valve got involved. Valve did jump in really early to help out. So did others. Can't single out one company unless it's AMD for basically donating Mantle and kickstarting Vulkan.
Ohh yes, sorry, Sellers is AMD!
I remember it like you can read it on the Wikipedia pages history.. Don't have the time to find the announcement back then..

https://en.wikipedia.org/wiki/Vulkan_(API) [External Link]

More updates on Ashes of the Singularity: Escalation with Vulkan for Linux
8 Jan 2019 at 7:45 pm UTC

Quoting: Guest
Quoting: Nevertheless
Quoting: liamdaweFrom what Stardock said on Reddit [External Link]:
I mentioned this in another thread but the reason I'm bullish on Linux game development these days is because of Vulkan.

Vulkan didn't exist during the PA dev cycle.

We're focusing on porting our engine to Linux because you take Linux + Vulkan and you can take your title to many different platforms.
As if Valve had planned this.. :)
Not Valve.
Khronos.
Specifically the Vulkan Working Group within Khronos. Even then there's one person in particular who worked very hard to make it possible (sadly, forget his name, so I should try find out again) by having the Vulkan design work across architecures and platforms.
Validation and SDK work was mostly LunarG, in cooperation with Valve. I would say that's just been naturally easier with GNU/Linux as a development environment.
ARM (now just arm) have their interests in *nix environments too, and have been heavily involved in getting Vulkan running on Linux platforms (GNU desktop and Android).
So it's been a massive effort from many companies to make Vulkan and associated developer tools really awesome.
Valve did not so much themselves of course, but the initiative came from them to a big part! They hosted most of the meetings where Khronos picked up the GL-Next thread again, and moved on to create Vulkan out of AMDs Mantle code.

Edit: Oh, I think you mean Graham Sellers from Nvidia?

More updates on Ashes of the Singularity: Escalation with Vulkan for Linux
8 Jan 2019 at 5:20 pm UTC Likes: 1

Quoting: liamdaweFrom what Stardock said on Reddit [External Link]:
I mentioned this in another thread but the reason I'm bullish on Linux game development these days is because of Vulkan.

Vulkan didn't exist during the PA dev cycle.

We're focusing on porting our engine to Linux because you take Linux + Vulkan and you can take your title to many different platforms.
As if Valve had planned this.. :)