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I wonder........


FX
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COOL!!!!

 

What exactly all goes into porting a game for linux anyways? How hard is it to do? I would love to have Nascar 2003 ported for Linux, but would also need to have Logitech Momo Wheel drivers also.  :)

 

FX

 

It depends on the game. For those that are developed using a game engine that has already been ported (Quake, UT2003, for examples), it's not too tough. For DirectX games, the whole graphics engine needs to be re-vamped to be OpenGL,... so it CAN be a project.

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Yep. JaseP's got it. If you had to re-write the code for OpenGL because it was *kaff DirectX (booo) then you practically have the whole thing to redo. Same goes for sound too...

 

SDL and OpenGL are the way to go - faster and easy to port to any platform.

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MacSoft does most Mac ports, and they use their own special methods, which is sorta smart. They use a DirectX wrapper, which basically changes the DirectX functions and implements them as native Mac functions, so the changes to the actual code are reduced dramatically... Not the best solution (ideally, people would just develop under Linux and port to other platforms) but it gets the titles, and without the speed loss and bugs that Linux users get with Transgaming's hacked games (Kohan, The Sims, etc).

 

Mac doesn't have DirectX either, so in that regard, Linux and Mac can be closer related, but there are more differences than just that. There's also byte-swapping and such, since Macs use PPC processors, versus x86 processors... Anyhow, not sure if that answers your question or not, whatever it was. ;)

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