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Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by golergka on Monday June 22, 2015 @06:52AM (#9757416)
> they would literally only have to push a button to support linux

What. Why do people think that? Even if you use Unity, the DirectX/OpenGL distinction still matters, not to mention all other platform-specific stuff. Of course, with Unity you _can_ develop a very simple and unoptimised game that would be able to compile on all desktop and mobile platforms with one click — but when you start to dig down and try to do things effectively, you end up with a lot of platform-specific code.

Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by thefreeman on Monday June 22, 2015 @09:24AM (#9758085)
Well, they support mobile clients, so they had to deal with OpenGL anyway.
Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by to3m on Monday June 22, 2015 @10:12AM (#9758410)
That's OpenGL ES, which isn't the same (though I believe the plan is to merge them one day). Mobile GPUs tend to have different feature support and performance characteristics too.
Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by zanny on Monday June 22, 2015 @11:49AM (#9759144)
If you advertise the featureset of OGL 4.3, you must also support the whole ES 3.0 API: https://en.wikipedia.org/wiki/OpenGL#OpenGL_4.3.

You can ship GLES games on desktops no problem. And anything remotely notebook / desktop class graphics wise is so much more powerful than some Mali GPU that you can ignore "performance characteristics" for the most part and assume brute force will be fine. If your game runs on a feature phone, it will run with GLES on desktops.

Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by to3m on Monday June 22, 2015 @02:00PM (#9760047)
Oh, good - they already did it.

What I was getting at with the performance characteristics comment - though don't ask me why I didn't act like normal people and just say this, because I've no idea - was that the game will probably look crap on a PC. That means you'll have to spend some time making it look a bit nicer, if it's to be competitive. This is all going to involve a bit more than a simple button press.

Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by cwyers on Monday June 22, 2015 @12:44PM (#9759522)
> If you advertise the featureset of OGL 4.3

Mesa doesn't do that:

http://www.phoronix.com/scan.php?page=news_item&px=MTIwMzA

Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by zanny on Monday June 22, 2015 @09:09PM (#9762139)
http://mesamatrix.net/

It does, every driver independently advertises GLES 3, and while it doesn't support full 4.3, every driver supports GLES 3. That post is like three years old now.

Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by hutattedonmyarm on Monday June 22, 2015 @11:27AM (#9758952)
Well, they support OS X, so they do have to support OpenGL. Both Hearthstone and Heroes of the Storm are native, not just wrappers
Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by chaosphere2112 on Monday June 22, 2015 @11:30AM (#9758977)
They also support OSX, and I know that there was a launch option in at least WC3 to use OpenGL on windows.
Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by tormeh on Monday June 22, 2015 @07:16AM (#9757498)
Unity is a game engine. I'd assume it handles all graphics calls for you - you don't really have to care about directx and opengl.
Re:Cryengine 3.8.1 Adds Support for Linux, OpenGL and Oculus... by golergka on Monday June 22, 2015 @07:59AM (#9757640)
Unfortunately, you'd be very wrong. As a Unity developer, I had to drill down to the float sizes on specific Android devices (some genius noname graphic adapter used 12-bit floats, and it messed up my custom shader).

Game engines, as every similar kind of middleware, are an abstraction that is almost always leaky. It's still a great improvement over doing everything natively, of course.