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Re:Show HN: A friend and I spent 6 years making a simulation... by iliketrains on Wednesday June 01, 2022 @04:54PM (#31587948)
We do use Unity that does lots of heavy lifting for you regarding porting to other platforms.

However, it's not always that easy as checking a box. For example some shader optimizations may be specific to DirectX. File system works differently (no "User/Documents" on Mac). Or issues with native libraries.

Our game does work on Linux Proton though, that was a surprise to us.

Re:Show HN: A friend and I spent 6 years making a simulation... by danielheath on Wednesday June 01, 2022 @08:48PM (#31590015)
Proton with DV9K is - for a few games - faster than native windows. I don't fully understand it, but apparently the process of automatically rewriting shaders from DX to Vulcan can speed things up.
Re:Show HN: A friend and I spent 6 years making a simulation... by sph on Friday June 03, 2022 @04:37AM (#31605753)
I think you mean DXVK.
Re:Show HN: A friend and I spent 6 years making a simulation... by duped on Wednesday June 01, 2022 @05:55PM (#31588651)
It's pretty straightforward to have an abstraction for file systems with "special" file locations, it's been common in app sdks for at least a decade in a half. Unity doesn't have something like that?

Eg you would never use /tmp or %USER%/AppData, but call a function File::getPath(TempDirectory) or something like that.

Re:Show HN: A friend and I spent 6 years making a simulation... by kroltan on Wednesday June 01, 2022 @06:50PM (#31589150)
It does, but I'm guessing it's just one simply understandable example.

C# has the very Windows-centric https://docs.microsoft.com/en-us/dotnet/api/system.environme...

Unity itself has the Application.*Path properties for some more general cross-platform-aware paths. https://docs.unity3d.com/ScriptReference/Application.html

Re:Show HN: A friend and I spent 6 years making a simulation... by BlueTemplar on Wednesday June 01, 2022 @08:41PM (#31589973)
Curious, why targeting DirectX, rather than Vulkan... it's not like you think about releasing on Xbox, do you ?
Re:Show HN: A friend and I spent 6 years making a simulation... by iliketrains on Wednesday June 01, 2022 @09:25PM (#31590244)
I remember writing some GPU instancing optimization that had #ifdef for DirectX 11+, but that code is old. Now I've learned how to go without it.

It's just all those small things that has to be right to make it work cross platform.