you nailed it on the head. On Tue, Jan 12, 2010 at 10:01 PM, Athanasios E. Samaras <ath.samaras@xxxxxxxxx> wrote: > Maybe we could spin out a project to create a "proof-of-concept" ... > > S > > On Tue, Jan 12, 2010 at 8:48 PM, Frankie Mangoa <frankiemangoa@xxxxxxxxx> > wrote: >> >> Hi Guys, >> >From the message above I have deduced some solutions: >> 1.we need developers to create an environment similar to crossover by >> default o the os where these games can run. >> 2.Have a special tea work on the development of this environment.This >> is because this is something that will have to start on alpha. >> 3.Ask developers to also make the equivalent o linux.To be honest I >> think highly unlikely because they will say the ROI is either slow or >> 0 >> >> >> all these will require a lot of work and thus according to me this are >> the lines we can take .Maybe I am not seeing something that you are so >> I will ask to have people send me more of their solutions. >> >> >> >> frankie >> >> On Tue, Jan 12, 2010 at 9:11 PM, Athanasios E. Samaras >> <ath.samaras@xxxxxxxxx> wrote: >> > Heeeeelo and welcome! >> > Since I have been around for almost 24 years now, I will tell you a >> > story >> > about games on home micros (Spectrum/CBM64/CBM128/Arcon/Atari/Amiga) / >> > consoles (Atari 2000/Sony etc)/ Personal Computers (such as AMSTRAD >> > CPC/Commodore+ /QL+ etc) / IBM Compatible Personal Computers (today's >> > P.C.s) >> > It was back then (mid '80) that home micros got to the point when they >> > could >> > support 4 colors out of a palette of 16 and offered the possibility to >> > game >> > developers to create titles that could be acceptable by the market. Back >> > then the publishers had to maintain more than one development team >> > programming for different hardware platforms mainly under some >> > assembler. >> > Each of the home micros had it's own capabilities and used a set of >> > special >> > routines stored in ROM to expose functionality >> > (sound/graphics/input/joystick/midi etc) not to mention the full >> > incompatibility of file systems. >> > Back then it was just a dream to have an "engine" available for more any >> > platform that would enable developers to create games; it was all from >> > "scratch" for each hardware platform. By the time, developers managed to >> > create a functional code base (please do no think of objects) that >> > enabled >> > them to include already tested code to perform some standard operations >> > (kind of functional functions library) creating a layer of abstraction >> > that >> > could be used to create the "back-bone" for the titles, but again had to >> > be >> > either compiled or cross compiled for a specific target hardware. The >> > process was hard and costly. This was the reason that some publishers >> > targeted one or two platforms leaving the rest. >> > At later stages when the home micro category died, consoles was revived >> > together with IBM Compatible PCs. Some of us remember our first EGA >> > video >> > addapter that actually supported 32 colors from a palette of 256 then >> > came >> > VGA (256 colors and 640X480 resolution yeeeey), now first video cards >> > supported 2 colors (Hercules) or 4 colors (CGA) , but with 256 colors on >> > screen, it was a revolution so the developers that supported >> > Amiga/AtariST/CPC 64/CPC 128 found a new platform (with more RAM but >> > less >> > hardware capabilities) that offered a common API available under a lot >> > of >> > different languages and manufactured by various manufacturers all over >> > the >> > world. >> > At the same time all the prices was dropping creating a potential large >> > market for software. >> > Since it is all about cost and ROI, it was more or less "default" to >> > release >> > titles for Microsoft DOS (or IBM DOS initially) since this was the >> > operating >> > system that IBM and other vendors include in their packages. Some of the >> > vendors still preferred to sell boxes without any operating system (you >> > could buy and use SCO unix, Thoroughbred and other strange acronyms). >> > When Linux came to O/S world, it was mainly a "toy" for hard-core >> > programmers / unix users / students / universities. It was OPEN, >> > something >> > you really could not find in other O/S. If something was broken, you >> > could >> > take some time to fix it and then publish your fix for comments to the >> > rest >> > of the world. >> > Through the time, Linux became a real desktop operating system (if I >> > may, I >> > would say that Fedora together with Ubuntu and Knopix was the distros >> > that >> > made that happen) . >> > All the above just to make a point: If we can convince Publishers to >> > hire >> > some developers to port their engines to Linux, this would enable all >> > the >> > rest of developers that use the engine to create a Linux release in a >> > very >> > short time. >> > But then again it would not be open. >> > Maybe if the community could spin a project to provide a game engine >> > that >> > would be open sourced and scriptable supporting open 3d graphics models >> > etc. >> > Basically the same with Java or Flash based games but more close to the >> > hardware (imagine a full 64 bit game that could allocate and use more >> > than 2 >> > GB or RAM and "talk" to your GPU directly for rendering/pre-render etc). >> > Just a thought (and a lot of history) >> > >> > Cheers >> > >> > Sakis Samaras >> > >> > >> > >> > On Mon, Jan 11, 2010 at 6:11 PM, sai ganesh <ganesai@xxxxxxxxx> wrote: >> >> >> >> On 01/11/2010 8:21 PM Nicu Buculei wrote >> >>> >> >>> Note he said *favorite* game, not *some* game or a *casual* game. >> >>> There >> >>> is this category of users (I am part of it) for whom a Windows PC at >> >>> home is pretty much a game console (but with better games than an >> >>> ordinary game console). >> >>> >> >> >> >> absolutely true i am a part of that league too. >> >> >> >> >> >>> >> >>> Unfortunately here we can't do much beyond getting an as good as >> >>> possible Wine, is all about 3-rd party entities porting their games to >> >>> Linux (some argue this will happen when Linux will have a large enough >> >>> market share). >> >>> >> >>> -- >> >> >> >> hope the days are not far away where 3-rd party entities are releasing >> >> games for linux. i think quake 3 is already a member of it.and what >> >> about >> >> cedega? may that can help a little.i think this is the only area of >> >> concern >> >> for marketing linux to students who happen to be gamers.the first thing >> >> they >> >> ask is "can i play call of duty 4 in linux".hopefully a solution will >> >> be >> >> found in the years to come. >> >>> >> >> >> >> >> >> -- >> >> s.saiganesh >> >> “The Linux philosophy is 'Laugh in the face of danger'. Oops. Wrong >> >> One. >> >> 'Do it yourself'. Yes, that's it >> >> >> >> >> >> -- >> >> marketing mailing list >> >> marketing@xxxxxxxxxxxxxxxxxxxxxxx >> >> https://admin.fedoraproject.org/mailman/listinfo/marketing >> > >> > >> > -- >> > marketing mailing list >> > marketing@xxxxxxxxxxxxxxxxxxxxxxx >> > https://admin.fedoraproject.org/mailman/listinfo/marketing >> > >> -- >> marketing mailing list >> marketing@xxxxxxxxxxxxxxxxxxxxxxx >> https://admin.fedoraproject.org/mailman/listinfo/marketing > > > -- > marketing mailing list > marketing@xxxxxxxxxxxxxxxxxxxxxxx > https://admin.fedoraproject.org/mailman/listinfo/marketing > -- marketing mailing list marketing@xxxxxxxxxxxxxxxxxxxxxxx https://admin.fedoraproject.org/mailman/listinfo/marketing