3 ms·
> Platforms that they actually released on? Xbox Series X|S, Xbox One, Windows 10/11, PS4/5. > Why? ... ...not really, these are business reasons, plain and s
by flohofwoe 4y ago
> Platforms that they actually released on? Xbox Series X|S, Xbox One, Windows 10/11, PS4/5.
> Why? ...
...not really, these are business reasons, plain and simple.
The problem with games on Linux is that the market is too small, the technical problems could be overcome if there would be a will and enough money thrown at it (see Steam Deck and Proton where this approach works pretty well) - for instance the technical problems for games on Android are arguably worse, yet the market is big enough that game developers have enough incentives to deal with those problems.
Also WebGPU is not released yet, so looking at caniuse is not really useful.
As for the last point: the CPU's ISA is the least of the problems. Most applications are no longer coded by hand in assembly.
Apart from being slightly faster, I see no difference between coding on an M1 Mac versus an Intel Mac or even a Windows or Linux machine (exactly because I hardly code in assembly these days).
My (same) code runs on all of those, plus the web, iOS and Android (granted I wrote my own set of wrapper libs to make this easy: https://github.com/floooh/sokol https://github.com/floooh/sokol - but it's not like that's the only slim solution for cross-platform code).
- horsawlarway 4y agoSo you're basically conceding that the abstraction for those game engines is leaky... and it's not sufficient to make the program work without considerable technical work specific to the platform? Guess we're agreeing?