Spoiler Alert. It's like the ratman drawing that says "She's watching
you." Canonical is she in that case.

I'm personally a fan of Fedora, but if Steam on GNU/Linux is
distributed as a tarball, that'd be best in the interests of Valve.
Even if some people (mainly Ubuntu users) would be a bit stuck on the
concept of a tarball, it'd be minimal work for Valve, and maximum
cross-distribution compatibility.

Darren L. VanBuren
=====================
http://theoks.net/



On Mon, Jun 14, 2010 at 16:49, Harry Jeffery
<harry101jeff...@googlemail.com> wrote:
> It's all down to personal opinion, as long as it does what you need
> quickly and effectively then it's fine. I've yet to see the dark side
> in cannonical so I honestly can't say much about their ethics.
>
> Either way, I <3 Linux and so should Valve.
>
> On 15 June 2010 00:19, Katrina Payne <fullmetalhar...@nimhlabs.com> wrote:
>> Well a few points:
>>
>> The commands in the Linux Commandline... and well those on any UNIX or UNIX
>> Workalike have not really changed since the 1970s. You could pick up a book 
>> on
>> BASH or TCSH from the 1970s, and still have most of what you should do.
>>
>> This kind of has allowed for tools to be put around these base functions, 
>> such
>> as autocomplete, history and well--quite a few other really handy tools, to 
>> be
>> added into the Linux CLI, to make its functionality go above and beyond
>> anything cmd.exe is capable of.
>>
>> I still have yet to look into Microsoft's PowerShell though.
>>
>> This is why most Linux users use the CLI. It has developed into an experience
>> that is completely unlike the root canal that is cmd.exe. You can actually go
>> in, and get some functionality from it. A lot of functionality too. It also
>> gives the feeling that the user has more direct control--without that Pesky
>> GUI in the way (though, technically, this just has a bunch of other items
>> typically in the way, such as init.d, bash, various bash extensions--maybe
>> screen... you are just trading one thing in the way, that is, a GUI, for
>> another thing, that is a CLI).
>>
>> Now, that said--there are plenty of Desktop Environments ('DE') that Linux 
>> can
>> make use of, that pretty much make requirement of CLI use unnecessary. That
>> is, between KDE4, LXDE, XFCE, E17 and GNOME2/GTK, the average Linux user
>> nearly never has to do anything on the CLI. Unless something has gone 
>> horribly
>> wrong. In which case, he should be able to get the local Linux Admin to fix 
>> it.
>>
>> As that technically is what he'd do if something went horribly wrong on
>> Windows. He'd get his local Windows Expert to fix it.
>>
>> The "required" use of the CLI rather than GUI to properly use Linux, is much
>> like how using Vi is "required" rather than EMACS for the proper use of 
>> Linux.
>>
>> Also, I use Fedora, and typically find it a LOT easier to work with than
>> Ubuntu. This maybe, because Fedora tries not to be a bunch of asshats to the
>> people upstream. The same cannot be said about Canonical, the owners of
>> Ubuntu. Where, from what I have seen on their policies by past actions...
>> their MAIN desire is to be asshats to the upstream.
>>
>> I have a long winded rant on why I do not like Ubuntu... I mostly just state
>> that nobody uses Ubuntu Linux. Typically most people go over to another Linux
>> Distro afterwards, generally agreeing that no matter what Linux Distro they 
>> go
>> to, be it Fedora, Puppy (well, prior to being based on Ubuntu), Arch, Slack,
>> Gentoo, Knoppix, CentOS, LFS, etc., is better than Ubuntu... either that, or
>> they return to Windows--only using Ubuntu as a rescue disk setup.
>>
>> Right, now then. Back to your regular discussion
>>
>> ~Katrina
>>
>> On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote:
>>> People like the command line because it's very fast to do what you
>>> want if you know what you are doing. So far ubuntu seems to be the
>>> most user friendly linux distro and what a majority of linux gamers
>>> might use.
>>>
>>> Personally I'd just use arch-linux and optimize my system...a lot. As
>>> long as nVidia release decent linux drivers it's all good.
>>>
>>> On 13 June 2010 14:01, Adam Buckland <adamjbuckl...@gmail.com> wrote:
>>> > A couple of things:
>>> >
>>> > Elan Ruskin gave a good talk on porting to consoles at GDC08. The
>>> > slides are on Valve's website. There's something in there that may
>>> > help you here:
>>> >
>>> > #ifdef __GNUC__
>>> > #define MAXSI_THREADED_VARIABLE __thread
>>> > #else
>>> > #define MAXSI_THREADED_VARIABLE __declspec( thread )
>>> > #endif
>>> >
>>> > You may wish to use another define for windows rather than an else
>>> > statement in case you wish to port it somewhere else in the future.
>>> >
>>> > Also I agree, the Mac and Linux ports are incredibly similar. In fact,
>>> > on the Mac port a shell script is executed first to determine whether
>>> > it's running on OS X or Linux.
>>> >
>>> > Finally Linux could be a great consumer platform. Before it can become
>>> > this, it needs to learn that not everyone is a power user, and make
>>> > things simple. Learn from the Mac app bundles, and remove reliance on
>>> > the command line (for example the output is shown on the update
>>> > software). It scares normal users. That, and a lot of power users
>>> > (like myself), don't want to have to rely on the command line for
>>> > everything.
>>> >
>>> > On 13 June 2010 13:28, Jonas 'Sortie' Termansen <hlcod...@maxsi.dk> wrote:
>>> >> I'd like to share a few experiences about porting code and writing
>>> >> portable code. Scroll down, if you just want my thoughts on how portable
>>> >> the Source Engine is.
>>> >>
>>> >> Recently I've been porting my in-development digital distribution
>>> >> platform to GNU/Linux for the fun of it. Naturally, most of my code
>>> >> didn't work right out of the box. But it is worth that several
>>> >> subsystems actually worked at the first attempt, or with an edit or two.
>>> >> For instance, my string system and parser classes/functions compiled
>>> >> right away.
>>> >>
>>> >> However, stuff like accessing the filesystem, multithreading, user
>>> >> interfaces, networking, and so on didn't work because it relied on the
>>> >> Windows API. The interesting part here is that POSIX does things
>>> >> differently; but almost in the same manner as Windows. That means for
>>> >> each Windows API call you use, there is often one or more POSIX calls
>>> >> that does the same thing (if you add a little abstraction, that is).
>>> >>
>>> >> Now, some of you heavily suggested the use of #ifdefs all around the
>>> >> code. You should not use #ifdefs each time you rely on platform specific
>>> >> behavior, but only in shared function calls or in headers. For instance,
>>> >> if you have to open a file. On Windows you can call the CreateFile
>>> >> function, while POSIX supports the open function. That means for each
>>> >> file opening, you need to write something like.
>>> >>
>>> >> #ifdef linux
>>> >> int FileHandle = open(Path, Flags);
>>> >> #elif defined(WIN32)
>>> >> HANDLE FileName = CreateFile(...)
>>> >> #endif
>>> >>
>>> >> Naturally, this isn't very pretty. And if this was used all over the
>>> >> Source Engine you would spend a lot of time writing #ifdefs and checking
>>> >> platform specific documentation. However, I am not saying #ifdefs are a
>>> >> bad idea. But instead of using them all over your code, you should move
>>> >> them to a shared class or function that simply implements all this once.
>>> >> In my code, I declared an abstract baseclass called MaxsiFileSystem that
>>> >> implements all the common functions to access the local filesystem. So
>>> >> now when I wish to open a file for reading, I would call:
>>> >>
>>> >> MaxsiHandle FileHandle = FileSystem()->OpenFile(Path, MAXSI_FILE_READ |
>>> >> MAXSI_FILE_SEQUENTIAL);
>>> >>
>>> >> This additional layer of abstraction makes it very easy to add support
>>> >> for new platforms as you just have to define a new child of the abstract
>>> >> baseclass. I have also added such a layer for my Window System. This
>>> >> means I call my own APIs in my actual code, and then it redirects it to
>>> >> the Windows API or GTK+ depending on your platform.
>>> >>
>>> >> You might also have noticed I implemented a FileSystem() function, in
>>> >> the same manner I have implemented a WindowSystem() function that
>>> >> returns the window system in use by the current function/class. This
>>> >> makes it easy to simply swap the window system on the fly. For instance,
>>> >> my source mod links against my distribution platform (LGPL) and my mod
>>> >> then implements some of these interfaces. It could implement the
>>> >> MaxsiWindowSystem class using VGUI and then my programs could be
>>> >> natively drawn ingame with mininal work.
>>> >>
>>> >> Other porting issues includes how the VS compiler breaks a lot of the
>>> >> C99 standard. To counter this, I have simply declared a lot of macros in
>>> >> my header files that replaces platform specific behavior. #defines are
>>> >> very powerful for this. For example, to declare a thread-specific
>>> >> variable, I would use this header define:
>>> >>
>>> >> #ifdef __GNUC__
>>> >> #define MAXSI_THREADED_VARIABLE __thread
>>> >> #else
>>> >> #define MAXSI_THREADED_VARIABLE __declspec( thread )
>>> >> #endif
>>> >>
>>> >> And then use the MAXSI_THREADED_VARIABLE macro to declare each threaded
>>> >> variable. My experience is also that the GNU Compilers throw much more
>>> >> errors and warnings than the Visual Studio compiler - and it is often
>>> >> right to do so. Visual Studio teaches you to write bad
>>> >> standards-breaking code, even if you just compile using MinGW you will
>>> >> get to fix a lot of issues that makes your code rather non-portable.
>>> >> (Like avoiding Microsoft-specific extensions to the C Library, in some
>>> >> cases.) But Microsoft did break the standard enough that you might need
>>> >> to use some of the above methods for porting, just to get your code
>>> >> compiling using MinGW.
>>> >>
>>> >>
>>> >> Now to return to the Source Engine. In my experience a lot of stuff in
>>> >> the SDK code is already defined using interfaces, classes, and such.
>>> >> That means the actual porting issues have been outsourced to the Engine.
>>> >> This, in turn, means that the SDK code will be rather easy to port
>>> >> compared to the Engine. Fortunately, as the Source Engine already is
>>> >> highly modular using interfaces, it is easy to just swap a DX renderer
>>> >> with OpenGL. As such, they already have the framework to make their code
>>> >> work on new platforms - all they have to do is implement their
>>> >> interfaces using the local system calls. If you start to do this on the
>>> >> low-level interfaces and move upward, then soon your program starts
>>> >> working in all its glory.
>>> >>
>>> >> As for a Steam Client for GNU/Linux. It exists. I lost the link, but it
>>> >> seems that Valve uploads nightly builds of their Steam Client, and each
>>> >> day it works just a bit better. Last I heard, the Steam Client actually
>>> >> logged on and the actual UI was partially drawn. I am not sure why Valve
>>> >> is so silent about this - perhaps it's just experimental, or they they
>>> >> to make a big deal about it, like they did with the Mac. Seriously, when
>>> >> are they gonna shut up about it? Last I saw was that they made a funny
>>> >> TF2 comic about it.
>>> >>
>>> >>
>>> >> Porting programs to Linux hasn't been very hard for me, though it is a
>>> >> lot of work, if you want to do it properly. It seems that the Source
>>> >> Engine is already highly portable and GNU/Linux build doesn't seem too
>>> >> difficult, as it seems from the nightly builds. There is no doubt about
>>> >> whether we need a client for GNU/Linux, it is just a matter of time
>>> >> before they announce and release it.
>>
>>> > Bucky
>>
>>
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