porting to linux
by Stefan Brink · in Torque Game Engine · 06/14/2001 (4:09 am) · 3 replies
Hi
I'd like to know how time intensive it is to port a big game like Tribes 2 from Windows to Linux.
I wasnt able to find any information on that on your page =(
cu Stefan
I'd like to know how time intensive it is to port a big game like Tribes 2 from Windows to Linux.
I wasnt able to find any information on that on your page =(
cu Stefan
#2
Ultimately, once you've got your GL code using an X window rather than a Win32 window, there's not much else to worry about... unless you've got an egregious amount of WinAPI usage (registry use, COM stuff, certain time functions, etc.).
Of course, I only started coding in Linux yesterday. :-)
06/14/2001 (5:12 pm)
Well, it's hard to say... but my guess is that the release date was more determined by politics rather than development time. Sierra probably wouldn't want it to be released before the game, and maybe not even at the same time.Ultimately, once you've got your GL code using an X window rather than a Win32 window, there's not much else to worry about... unless you've got an egregious amount of WinAPI usage (registry use, COM stuff, certain time functions, etc.).
Of course, I only started coding in Linux yesterday. :-)
#3
Anyways, You're right that most of the work is getting the GL code working in X, but they also have to port all the event handling( Key presses and mouse clicks) and the audio code to the SDL library they use (www.libsdl.org). Wouldn't the window version use DirectPlay and DirectSound and other Direct*.
I may be wrong about all this. I don't know.
06/15/2001 (10:47 am)
Why wouldn't Sierra want to release the game at the same time? Isn't Sierra just the publisher. I thought they also published the Linux version.Anyways, You're right that most of the work is getting the GL code working in X, but they also have to port all the event handling( Key presses and mouse clicks) and the audio code to the SDL library they use (www.libsdl.org). Wouldn't the window version use DirectPlay and DirectSound and other Direct*.
I may be wrong about all this. I don't know.
Torque Owner Yacine Salmi
Should probably address your question there.
Just for your information, Loki started working on the port while the game was still in development at Dynamix, and they released it just a few weeks afterwards.