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Re:Developing Games on Linux: An Interview with Little Red D... by steeleduncan on Thursday June 24, 2021 @04:14PM (#27623197)
Steam has the "Steam Linux Runtime" these days[1]. It runs games inside a container with a fixed set of libraries. As long as it runs in there you don't need to worry about the host distribution.

[1] https://github.com/ValveSoftware/steam-runtime

Re:Developing Games on Linux: An Interview with Little Red D... by tsimionescu on Thursday June 24, 2021 @05:54PM (#27624314)
You're still using the system specific X/Wayland, Pulseaudio, and the system video drivers. I would bet that a majority of game bugs come out of one of those.
Re:Developing Games on Linux: An Interview with Little Red D... by m45t3r on Thursday June 24, 2021 @11:09PM (#27626740)
Both PulseAudio and X.org are in general stable, don't know about Wayland but I don't think many games target it yet.

The major issue is OpenGL drivers, they can be a pain on Linux (specially proprietary ones like NVIDIA).

Re:Developing Games on Linux: An Interview with Little Red D... by tsimionescu on Friday June 25, 2021 @03:25AM (#27628041)
As far as I know, X has many issues with things like multiple monitors, full-screen programs, low-latency input etc. Not sure if Pulseaudio similarly has issues with things like surround-sound systems that a game uses more in-depth.
Re:Developing Games on Linux: An Interview with Little Red D... by m45t3r on Friday June 25, 2021 @01:04PM (#27633452)
> multiple monitors

If both monitors have similar configuration (DPI, refresh rate) it is fine (Xrandr fixed many of the issues that X previously had). If the monitors have different configurations it isn't, but this problem will reflect even on the desktop and I am sure that nobody will report a problem that they have on desktop as a "game bug".

> full-screen programs

X doesn't have a concept of full-screen, but anyway, it mostly works fine if you grab the root window (that of course you shouldn't write code manually to do this, your game engine probably will do it for you automatically).

> low-latency input

X latency is fine for most games, and in many cases you will not use X to handle input anyway. Also, if your game really needs low-latency (only a minorit of genres do), you can bypass X.

Anyway, I was not referring to specific X or PulseAudio problems that you will if you put things on container or not. I am just saying that even if steam-runtime doesn't built-in those libraries it is not much of a problem since those APIs are stable.

Re:Developing Games on Linux: An Interview with Little Red D... by tsimionescu on Saturday June 26, 2021 @01:42AM (#27639427)
You said that 'as long as it runs in the Steam Runtime, you don't need to worry about the host distribution', and I was pointing out that you'll still communicate a lot with the host distribution. For example, someone could be running a distribution that ships with some ancient copy of X, or Pulseaudio, and that would cause problems for your game even if it is running in a container.
Re:Developing Games on Linux: An Interview with Little Red D... by m45t3r on Tuesday June 29, 2021 @06:36PM (#27682648)
Even on Windows you wouldn't release a game that works on Windows older than 10 nowadays, you can assume a reasonable up-to-date distro. I am quite sure Steam Runtime works at least as far back Ubuntu 16.04, the oldest distro that I can think someone would want to run Steam on it.
Re:Developing Games on Linux: An Interview with Little Red D... by account42 on Friday June 25, 2021 @08:05AM (#27629687)
X is only a problem if you use Xlib direcly. Instead use SDL [0] which will handle pretty much all window manager peculiarities for you.

[0] http://libsdl.org/

Re:Developing Games on Linux: An Interview with Little Red D... by tsimionescu on Saturday June 26, 2021 @05:27AM (#27640433)
How does libsdl help if your players are complaining their monitors are flickering when your game is in full-screen mode?