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Bioware games on linux
Bioware games on linux









bioware games on linux
  1. #Bioware games on linux portable
  2. #Bioware games on linux mods
  3. #Bioware games on linux software
  4. #Bioware games on linux code

Let's face it.this really is a no-brainer but it shows how clueless most coding houses truely are.Įvery time a discussion about this comes up, people say "Oh, just use OpenGL, SDL, etc., and it will be portable". Supporting networking, storage, and memory is half of the library. Let's face it.good client/server games want Linux servers. Who doesn't want reduced support costs? Who doesn't want high quality games and happy, loyal customers? Who doesn't want two to three additional markets with greatly reduced effort and shorter time to market?

bioware games on linux

I have no idea why coding houses are so dumb, but the math is easy to rationalize ad it just makes good business sense. Once a platform is in place, the next go-round is a freebe. Heck, add to the library as you add platforms.

bioware games on linux

It's not like you have to write n-platforms when the gate opens. If you go with OpenGL and a common, reusable library, suddenly the cost becomes moot as it is spread across n-games, as it gets reused. Let's face it, things like windowing, sound, input, networking, storage, and memory management is generally where the porting issues exist. The only one that becomes problematic is the Xbox because, AFAIK, no OpenGL support. Not to mention, this opens the door for the console market as then can continue to add new platform support to their low level API. And as a bonus, they obtain two additional markets (Linux and Mac) for little extra cost assuming they do something reasonable like OpenGL at the start. This directly translates into faster time to market, fewer bugs, higher quality product, shorter testing cycles, smaller support costs, etc. If any of these design houses had the slightest bit of a clue, they would already have a portable, low-level API in place which is common to all of their games. The end is a product which is maintainable, readable, optimal, and well designed. Violations of the design by coders is quickly identified once you start to compile on the other platforms as suddenly, it doesn't compile.

#Bioware games on linux code

This is because you have to have a strong low level API on which the rest of your code can sit.

#Bioware games on linux portable

Multiple compilers will identify potential bugs and general code problems much more quickly.Īdditionally, code which is designed to be portable up front also tends to be designed much better. Generally speaking, portable code means you're using multiple compilers. If you're wondering why portable code means a better product, it's simple. Fewer bugs means more time to optimize the over all code base. In fact, writing portable code often means means higher quality code with fewer bugs. If it is, you screwed up in your design, big time. What is different in this case? You're still infringing on someone's intellectual property rights.Portability is not a trade off with optimization. Willing to bet that you would hold a pitch fork against any company or person who'd breach an open source license.

#Bioware games on linux software

By pirating software, you breach the terms of the license, and are breaking said license in all the same ways as you would for open source software should you breach the license. The core philosophy that legally supports open source is in fact the Software License. Piracy is not in any way following the open source mantra. If you want to take the 'moral high ground' then ideally I agree, as much software as possible should be open source. Software rightfully should be used as the license permits. Yet proprietary hardware still exists and for the vast majority of devices - is dominant. Some developers open source software, and that too is great for society. Some developers open source hardware, and that does a drastic good for society. Software is a product just as much as you pay for the hardware product. The opening statement almost feels satirical. Just have to try it, if it's your kind of game.īuy the entire set though if you really want to experience it, not just the base game. I can't do the game justice with a single text comment tbh.

#Bioware games on linux mods

So people have released mods to add Diablo classes into it, plus the classes from another game by the same publisher (Titan Quest).

bioware games on linux

Then there's a whole thing with types of damage (fire, poison, lightning, etc) and you can tailor builds around this, with both skills and equipment bonuses. Now you've got (10 ^ 2) class combinations, with 3 skill trees for each that you can freely use. You can (and should) choose a second class after first few levels. There's something like ~10 classes, with 3 "skill trees" each. What makes it so unique is how in-depth the builds and play styles can be. It's hands-down one of the best games I've ever played. Grim Dawn - if you're into Diablo or Path of Exile like ARPG's











Bioware games on linux