Re:New Vulkan Documentation Website
by flohofwoe on Thursday October 12, 2023 @03:00AM
(#37854263)
It really doesn't make much difference whether the platform abstraction layer code is part of the game, or part of the runtime environment.
Each cross-platform game has such an abstraction layer, usually it's just inhouse code or provided by a game engine vendor. Moving that part out of the game and into a shared set of 'system libraries', maintained by specialists who actually know how the Linux graphics system works inside out is actually a very good thing.
That this abstraction layer implements a subset of the Win32 APIs really isn't all that important from a technical perspective (it is however very important from a business perspective).
I never heard a Linux users complain about game developers writing their games against SDL for instance, yet the basic idea isn't all that different from Proton.
Each cross-platform game has such an abstraction layer, usually it's just inhouse code or provided by a game engine vendor. Moving that part out of the game and into a shared set of 'system libraries', maintained by specialists who actually know how the Linux graphics system works inside out is actually a very good thing.
That this abstraction layer implements a subset of the Win32 APIs really isn't all that important from a technical perspective (it is however very important from a business perspective).
I never heard a Linux users complain about game developers writing their games against SDL for instance, yet the basic idea isn't all that different from Proton.