Re: [GD-Linux] ANN: Candy Cruncher for Linux shipped
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From: Brian H. <bri...@py...> - 2002-02-27 05:40:47
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Jeez, I didn't expect this to turn into such an argument. But I'll toss in my $0.02. The Linux distribution situation is a complete disaster right now. If Ryan hadn't handled the Linux port for us, it wouldn't have gotten done period, irrespective of the actual porting process. Just seeing the system requirements alone freaked me out (kernel version, XFree86 version, sound access, glibc version, etc.) -- I thought it was bad enough under Windows. The multiple distros + emu layers that exist are problematic for many reasons -- kernel versions, XFree86 versions, default locations of "stuff", how sound is handled, etc. It's complete anarchy, and this is going to be one of the things that holds back Linux from more desktop penetration. I'm not a Linux user (last time I used it on a daily basis was 1994 when it was like 0.995 and we were bitching that Diamond wasn't releasing dot clock information for their SpeedStar video cards), but the few times I've tried to use it and get help from my friends it's been disastrous. Not because Linux itself was a mess, but because I'd have one friend that knew RH cold, but couldn't navigate my Mandrake install. And then there's Debian (and FreeBSD) thrown into the mix. So someone that "knows Linux" may not actually know how to admin some distro they haven't dealt with before. At least our Windows users can download CandyCruncherDemo.exe and just double click and go (the MacOS X distribution was a bit of disaster, but nothing as complicated as the Linux stuff). That's just not possible in the Linux world (if it were, I assume someone would have done it). Our BeOS version is going to probably end up in the same limbo as Linux commercial games -- you can get it and play it, and you can get a registration code for _another_ version (Windows, OS X, MacOS), so technically you're not buying the BeOS version of Candy Cruncher. That way we don't have to support it because, frankly, we're not a position to. If I was developing a serious, large budget commercial game for Linux, I'd probably have to do something similar -- either make it officially unsupported (on-line games can get away with this -- you pay for the account, not the client, and you can choose which client works for you), or make the officially supported subset so limited that A.) you have a good chance of compatibility and B.) it will still work, but people using a game "For RH 7.x ONLY" on a Slackware install are on their own. Anyway, I'm incredibly happy with the job that Ryan did. If given the choice between ease of use and minimal size; or "standard" (read: obtuse to the uninitiated) and a bit smaller, well, I'll take the former. Brian |