Steam's already running on Linux. If you want proof, there's the Mac version. When you launch the Mac version, the first thing that happens is a shell script is executed. Here's an excerpt
#determine platform UNAME=`uname` if [ "$UNAME" == "Linux" ]; then PLATFORM=linux32 # prepend our lib path to LD_LIBRARY_PATH export LD_LIBRARY_PATH="${STEAMROOT}"/${PLATFORM}:$LD_LIBRARY_PATH else # if [ "$UNAME" == "Darwin" ]; then PLATFORM=osx32 # prepend our lib path to LD_LIBRARY_PATH export DYLD_LIBRARY_PATH="${STEAMROOT}"/${PLATFORM}:$DYLD_LIBRARY_PATH On 18 June 2010 23:02, ZuM <eduardo...@gmail.com> wrote: > Yeah, but they would need to port first Steam, because as i can see from > this is that they simply changed the basic classes which are plataform > dependent (at least this is how i would do it, using inheritance and > initiating the right base classes at the beginning that the engine would > use). > > But the thing that i believe is that would they do it? Would this investment > pay in return? > > 2010/6/18 Harry Jeffery <harry101jeff...@googlemail.com> > >> Platforms a source engine game (ported by valve themselves) run on: >> Windows, Mac OS X, Xbox 360, Playstation 3. >> >> I can only see one thing missing; linux. >> >> On 18 June 2010 22:13, Allan Button <abut...@netaccess.ca> wrote: >> > We are all missing a huge part of the picture here. >> > >> > Yes, driver support is bad in Linux. We can all agree on that. But there >> are people right now, I mean right this very second! Playing TF2 in >> Wine/Crossover. Meaning they already have done the work to get the drivers >> running on Linux. Would it not be better to support these players with a >> native build? >> > >> > I am a programmer, I have done coding for Linux, Windows and Mac. I think >> they should port over 1 game to Linux, see if anybody even uses it. Say HL2 >> for example. >> > >> > They have Linux bins of SRCDS, so they already know how to bring an >> engine over, and they understand fully Linux networking and file system. >> > >> > My 2 cents. If nobody is interested in them, I'll take them back. >> Economic recession you know. >> > >> > Allan >> > >> > -----Original Message----- >> > From: hlcoders-boun...@list.valvesoftware.com [mailto: >> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Justin Krenz >> > Sent: Friday, June 18, 2010 4:49 PM >> > To: Discussion of Half-Life Programming >> > Subject: Re: [hlcoders] Source Engine 2!!! >> > >> > I believe he was referring to your claim about voxels being the first >> thing used in 3d. Vector graphics (lines/edges) were the first things used >> in 3d with games like Battlezone and Star Wars at the arcades.. >> > >> > If you think voxels are so great, what did you think about Kevin >> Silverman's voxlap engine? http://voxelstein3d.sourceforge.net/ >> > >> > On Fri, Jun 18, 2010 at 2:23 PM, Joel R. <joelru...@gmail.com> wrote: >> >> Please enlighten me then, Marek. Voxels can be better the smaller >> >> they are, and in a few years will be better suited when we have more >> >> powerful computers. Many are still struggling to even play TF2 with >> >> their current machines. So yes, I'm retarded because I thought ahead of >> your small mind. >> >> >> >> On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland <adamjbuckl...@gmail.com >> >wrote: >> >> >> >>> That's the plan. He's hoping to do something similar to id tech 5's >> >>> megatexture technology for geometry. It's called sparse voxel octree >> >>> technology >> >>> >> >>> Basically(from what I understand), the idea is to make the voxels >> >>> very very small to allow for high fidelity, but to only load the >> >>> depth of the octree that could be seen at the current resolution, >> >>> therefore allowing for incredibly detailed models, that only stream >> >>> the small details if they could be seen at the current resolution. >> >>> This is a big step up from LOD where the programmer basically has to >> >>> guess where to swap the models out (and they need to be separate >> >>> models) >> >>> >> >>> On 18 June 2010 18:42, Harry Jeffery <harry101jeff...@googlemail.com> >> >>> wrote: >> >>> > I believe John Carmack is hoping to use voxels in id Tech 6. That >> >>> > engine's only 10 years away so who knows, this could be the future >> >>> > but we wont find out until we get there. >> >>> > >> >>> > On 18 June 2010 17:26, Harry Pidcock <haz...@tpg.com.au> wrote: >> >>> >> Ray traced polygon rendering is quite an expensive task on a CPU. >> >>> >> >> >>> >> But real time point cloud rendering can be done on it quite well. >> >>> >> >> >>> >> http://www.youtube.com/watch?v=Q-ATtrImCx4 >> >>> >> >> >>> >> Yes its a bit cheesy, but that's because Bruce Dell doesn't have a >> >>> marketing >> >>> >> budget. >> >>> >> >> >>> >> >> >>> >> This video is rendered in real time on a single core CPU, although >> >>> >> it is only rendering at like 800x600, if the algorithm had some >> >>> >> parallelism, maybe even have it developed for GPUs/hardware >> >>> >> specialization. Then it would certainly be able to render large >> >>> >> amounts of detail at a higher resolution. >> >>> >> >> >>> >> Although it doesn't have any advanced shading, it is still quite >> >>> interesting >> >>> >> to see such a complex static environment drawn with a single CPU >> thread. >> >>> >> >> >>> >> Of course there are huge computational and memory issues with bone >> >>> >> animation, shading, transparency etc. So don't think you will see >> >>> >> this >> >>> in >> >>> >> the next 5 - 10years. >> >>> >> >> >>> >> -------------------------------------------------- >> >>> >> From: "Jonathan Murphy" <nuclearfri...@gmail.com> >> >>> >> Sent: Saturday, June 19, 2010 12:31 AM >> >>> >> To: "Discussion of Half-Life Programming" < >> >>> hlcoders@list.valvesoftware.com> >> >>> >> Subject: Re: [hlcoders] Source Engine 2!!! >> >>> >> >> >>> >>> Katrina, you might be interested in reading up on Real Time >> >>> >>> Raytracing, which is an alternative to rasterisation (GPU) based >> >>> >>> rendering and is/has been extensively researched and even >> implemented. >> >>> >>> >> >>> >>> http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)<http://en.m.wikipedia.org/wiki/Ray_tracing_%28graphics%29> >> <http://en.m >> >>> >>> .wikipedia.org/wiki/Ray_tracing_%28graphics%29> >> >>> >>> http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced >> >>> >>> >> >>> >>> At the moment though it seems GPUs are going to stay very >> mainstream. >> >>> >>> >> >>> >>> On Saturday, June 19, 2010, joshua simmons <simmons...@gmail.com> >> >>> wrote: >> >>> >>>> Oh yeah I understand. There is only very rudmentry 3d support, >> >>> >>>> in no >> >>> way >> >>> >>>> capable of supporting any game. My point was more on the radical >> >>> >>>> rate >> >>> at >> >>> >>>> which they are evolving in comparison. Even the purely reverse >> >>> engineered >> >>> >>>> open source NVIDIA driver is out doing the proprietary one in >> >>> >>>> terms of 2d. >> >>> >>>> Now I of course realise there is a big jump from that to capable >> >>> >>>> 3d, >> >>> but >> >>> >>>> considering (iirc) amd have developers working on the open >> >>> >>>> source >> >>> driver, >> >>> >>>> I >> >>> >>>> see it as mainly a matter of time before it becomes a viable >> >>> alternative. >> >>> >>>> >> >>> >>>> On 18 Jun 2010 22:01, "Bob Somers" <magicbob...@gmail.com> wrote: >> >>> >>>> >> >>> >>>> Katrina, I'm not giving lectures on computer graphics here. >> >>> >>>> Google has all the information you asked for. If you'd like, I >> >>> >>>> can also recommend some graphics textbooks which would clear >> >>> >>>> things up. Also, saying a Linux system running on a 100 MHz >> >>> >>>> machine is comparable to Windows running on a 2 GHz machine is a >> >>> >>>> ridiculous overstatement. They are not that radically different. >> >>> >>>> If you're so convinced you can make the words best software >> >>> >>>> renderer, by all means go do it. I'm sure at the very least you >> >>> >>>> can wave your SIGGRAPH paper in our faces when you're done. >> >>> >>>> >> >>> >>>> Josh, I'm not sure you can call it better Linux support if their >> >>> >>>> 3D support is... well... really bad. They may have opened up >> >>> >>>> their hardware spec so that the free drivers can get rolling (I >> >>> >>>> have tried the new drivers in Fedora 13 and they are quite good >> >>> >>>> so far), but the free drivers are at least a year behind their >> >>> >>>> Windows counterpart in terms of supporting the full features of >> >>> >>>> the cards. There is virtually zero shader support in the free >> >>> >>>> drivers at this point. nVidia's drivers, on the other hand, may >> >>> >>>> be proprietary, but at least you can get decent 3D performance >> >>> >>>> out of the machine on a current distro. The proprietary ATI >> >>> >>>> driver has decent support and performance, but it won't run on >> >>> >>>> anything newer than Fedora 11. (Sorry if I keep referencing >> >>> >>>> things in terms of Fedora versions, it's my distro of >> >>> >>>> choice.) >> >>> >>>> >> >>> >>>> I'm all for free software, don't get me wrong. I would love for >> >>> >>>> nothing more than to have free alternative drivers for ATI and >> >>> >>>> nVidia cards, but if gaming is really going to be commercially >> >>> >>>> viable on the Linux desktop it's the performance that matters. >> >>> >>>> No publisher is going to bother trying to ship a game for Linux >> >>> >>>> where the poor driver support is going to cause them support >> headaches all day long. >> >>> >>>> >> >>> >>>> --Bob >> >>> >>>> >> >>> >>>> >> >>> >>>> >> >>> >>>> >> >>> >>>> >> >>> >>>> On Fri, Jun 18, 2010 at 4:38 AM, joshua simmons >> >>> >>>> <simmons...@gmail.com >> >>> > >> >>> >>>> wrote: >> >>> >>>>> Actually to be h... >> >>> >>>> >> >>> >>>>> To unsubscribe, edit your list preferences, or view the list >> >>> archives, >> >>> >>>> please visit: >> >>> >>>>> http://list... >> >>> >>>> _______________________________________________ >> >>> >>>> To unsubscribe, edit your list preferences, or view the list >> >>> >>>> archives, please visit: >> >>> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>> >>>> >> >>> >>>> >> >>> >>> >> >>> >>> _______________________________________________ >> >>> >>> To unsubscribe, edit your list preferences, or view the list >> >>> >>> archives, please visit: >> >>> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>> >>> >> >>> >>> >> >>> >> >> >>> >> >> >>> >> >> >>> >>> >> >>> >>> No virus found in this incoming message. >> >>> >>> Checked by AVG - www.avg.com >> >>> >>> Version: 9.0.829 / Virus Database: 271.1.1/2945 - Release Date: >> >>> 06/18/10 >> >>> >>> 04:35:00 >> >>> >>> >> >>> >> >> >>> >> _______________________________________________ >> >>> >> To unsubscribe, edit your list preferences, or view the list >> >>> >> archives, >> >>> please visit: >> >>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>> >> >> >>> >> >> >>> > >> >>> > _______________________________________________ >> >>> > To unsubscribe, edit your list preferences, or view the list >> >>> > archives, >> >>> please visit: >> >>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>> > >> >>> > >> >>> >> >>> >> >>> >> >>> -- >> >>> >> >>> Bucky >> >>> >> >>> _______________________________________________ >> >>> To unsubscribe, edit your list preferences, or view the list >> >>> archives, please visit: >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>> >> >>> >> >> _______________________________________________ >> >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Bucky _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders