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| Games for all platforms NOW! |
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What happens with availability of Non-Windows games?
The main problem when someone want to use an operating system different from Windows (like UNIX, Linux, MacOS X, *BSD, OS/2, BeOS, Amiga...) is when you play commercial games (Like GTA III/IV, WoW, Starcraft, and a lot more), because you have enforced to use Windows to run games. Sometimes Wine and Cedega can resolve this problem, but Windows emulation on non-Windows OSs can be defficient, then you have to return using Windows (for this reason Windows is a monopoly). Probably you don' t be worry because you use Windows, but other users yes!
Solutions? Any portable program?
This page says the best solution to make portable and multi-platform games (without publish source code or making it closed source if want that game be closed source) is using bytecode. With tis mechanism, tha game might run on Linux, Windows, MacOS X or another consoles. It would also be a benefit for the enterprises to use any language with bytecode support, due to the profits rise, althought Linux and OS X users are less than Windows users. Python ,Java and other Virtual Machine solutions offers bytecode programming to make binary executables on all platforms.
With which tools game enterprises can create his games?
With some language compilers and/or interpreters. I recommend Python and Virtual Machine languages, like Java and LLVM, that languages generates binary code compatible with any platform that supports Python or a VM (almost all, find some platform that doesn't uses it :-) ). Enterprises can use PyOpenGL, JOGL to use OpenGL in the game instead DirectX. Probably you can think Python or Java is more slow than a native Windows game (in EXE format) but Psyco in Python is another Python binding that uses JIT recompilation, that is, instead interpret the program step my step, Psyco translates the program to native instructions, increasing the game performance significantly. Probably a Python + Psyco game can run more fast than your favourite game on Windows Vista :-); and Java probably may be fast with modern computers. So port the Windows source to Python or Java have some little costs, like rewrite C++ or .NET code to that and rewrite the DirectX and sound routines to correspondent OpenGL, SDL, OpenAL routines, but results can be signifinantly good for the gamers as for the enterprise. Also the runtime bindings for Python and Java can be used on any architecture. Just the machine must have hardware acceleration (using NVIDIA or ATI) to get nice graphics with the game. Ah! And the bytecode programs compiled in bytecode have .pyc or .pyo extension instead Windows .exe, or an Java application. And don't forget OGRE, CrystalSpace and Irrlicht, that are powerful 3D engines used by commercial applications.
How you can help?
Probably you can be some amazing because while some Linux users request the Linux version of the game, i request Python, Java or another bytecode version of the game. If exists Python bytecode or Java versions, will be not necessary to port the game for Windows and Linux limiting the number of platforms supported, and will be not necessary to use emulators or API implementations to run this game (that could be very problematic). But go to the point. You can extend this proposal to the forums and you can link it in your page or blog. Also you can convince the game development companies (EA, Blizzard, Rockstar, SEGA, etc..., Microsoft, i'm not sure, just games for Windows and XBOX to keep the monopoly) to use this mechanism sending requests, and saying that develop games in Python bytecode (not as text source) and Java will prevent to make this game ilegally copied like in EXE files, using the activation system :-)...
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