Also, after looking at the Portal 2 gameplay footage from IGN:
http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the
only one that thinks that the lighting system has had to have a large
overhaul to support how the levels change dynamically? (particularly
obvious in the part 1)

On 17 June 2010 14:58, Alexander Hirsch <1ze...@googlemail.com> wrote:
> Mesa3D?
>
> On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne <fullmetalhar...@nimhlabs.com
>> wrote:
>
>> This also adds a rather odd burden here, that allows Linux to get a better
>> standing for gaming.
>>
>> It is not that unknown that without mixing, Linux generally does not
>> require
>> anywhere near as much over head to run as windows.
>>
>> The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This
>> even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better
>> if
>> you really did only have 256MiB of RAM (well if you were using a DE... and
>> not
>> a slimmed down WM with only a few programs loaded into it)
>>
>> You can do just fine win 1GiB of RAM.
>>
>> Linux also, as an OS can run on some old Intel boards--that running an OS
>> on
>> would other wise be insane today. a Pentium 1 can still get (some) use with
>> Linux.
>>
>> Not enough to really be noteworthy as a desktop PC... but, this is a lot
>> less
>> than the least you will get Windows 7 onto.
>>
>> So we have a nice toss up here:
>>
>> 1: Linux requires Software Rendering in place. IE: how rendering was done,
>> before we got silly things like TNT and Voodoo on the market.
>>
>> 2: Linux requires significantly less overhead to run, as far as OS goes.
>>
>> If we can get it so that we can show Steam running on Linux, using mostly
>> Software Rendering, and getting it to run as fast as the same game on
>> Windows,
>> on comparable hardware...
>>
>> This will definitely sell Linux as an OS...
>>
>> Which in turn will get various Graphics Card makers on board to add their
>> support.
>>
>> You know--I kind of want to see somebody work on that goal then. I am
>> almost
>> ready to dig up some old books that go over the theory of 3d programming,
>> just
>> to pull make a software rendering engine for this idea.
>>
>> On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote:
>> > Yes, 3D drivers are definitely quite lacking on the GNU/Linux front,
>> > but if Valve shows support for the development of these drivers, this
>> > may prompt certain GPU manufacturers to step up their GNU/Linux driver
>> > development.
>> >
>> > Darren L. VanBuren
>> > =====================
>> > http://theoks.net/
>> > On Mon, Jun 14, 2010 at 18:35, Bob Somers <magicbob...@gmail.com> wrote:
>> > > Something to consider, though, is that the 3D driver support is years
>> > > behind from *ahem* a particular GPU manufacturer. I won't embarrass
>> > > them by saying their name, so I'll just say their initials: ATI.
>> > >
>> > > Their driver support for Linux is, frankly, pathetic at best. The
>> > > Fedora team is trying to solve this with their new free drivers in
>> > > Fedora 13 (which, I'll admit, are quite good), but it's still not up
>> > > to par with what you need to run a game. For example, the new free
>> > > drivers have very little (read: practically none) support for basic
>> > > vertex and fragment shaders. It will be at least another year before
>> > > the free drivers are up to what ATI's crappy proprietary drivers are
>> > > now. Even worse, right now you can get the proprietary drivers running
>> > > on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and
>> > > not at all on Fedora 13. Literally, ATI's Linux drivers are at least
>> > > 12 months behind, and the free ones are 12 months behind that.
>> > >
>> > > Unless somebody gives ATI a swift kick in the nuts the situation does
>> > > not look good.
>> > >
>> > > --Bob
>> > >
>> > >
>> > >
>> > >
>> > >
>> > > On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren <onekop...@gmail.com>
>> wrote:
>> > >> 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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>>
>>
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-- 

Bucky

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