Ori and the Blind Forest
Linux?
Would be more than happy to buy if it ran on Linux. Additionally, as a "poster child" for Big Picture, it's kind of funny that it won't work on SteamOS...
Отредактировано Leonora; 17 мар. 2015 г. в 18:59
< >
Сообщения 115 из 34
It will work on SteamOS, but they need to improve the DX9 support. Which means it should also work on Mac and Linux.
Отредактировано Rust; 17 мар. 2015 г. в 19:08
Well then, excellent! As soon as that comes out, I'll buy :)
Автор сообщения: DaddyDrew
It will work on SteamOS, but they need to improve the DX9 support. Which means it should also work on Mac and Linux.
I think you mean OpenGL buddy.

I would also very much like to see a Linux port so we can cover it on http://www.gamingonlinux.com :)
What, you mean M$ didn't open source DX9? /s
I have no clue if Linux, through wine is strictly opengl, honestly I thought it was all wrapper calls.
I suppose though that opengl, through unity is fairly straight forward.

http://www.dedoimedo.com/games/wine-directx.html
http://howto.landure.fr/gnu-linux/install-directx-9-0c-on-linux-using-wine
http://ubuntuforums.org/showthread.php?t=997262
http://wiki.winehq.org/Native_D3DX9
http://games.slashdot.org/story/13/07/17/0449259/direct3d-9-comes-to-linux-implemented-over-mesagallium3d

Bet then again, maybe it's all a hoax..... ;)
Отредактировано Rust; 21 мар. 2015 г. в 17:16
Автор сообщения: DaddyDrew
I have no clue if Linux, through wine is strictly opengl, honestly I thought it was all wrapper calls.
I suppose though that opengl, through unity is fairly straight forward.


Unity is completely seperate from DX9 and OpenGl. It uses them transparently (to the devs).
So yeah "improving OpenGL support" is a pretty weak excuse.
Отредактировано Leonora; 21 мар. 2015 г. в 17:18
Wow, guess you know a lot huh?
The textures they use are all rendered internally, and use dx11 related api calls. Guess.... you knew that though huh?
Be warned: If one day it's possible to play Ori on Linux, the first thing you'll see when you launch the game will be "Microsoft Studios"! ;) I was surprised, I didn't know Microsoft is the publisher.
Отредактировано chouia; 21 мар. 2015 г. в 17:25
Автор сообщения: DaddyDrew
Wow, guess you know a lot huh?
The textures they use are all rendered internally, and use dx11 related api calls. Guess.... you knew that though huh?

DX11 != DX9. Also, those calls are to DLLs that are useable on Linux - not all of DX11 is. In fact, most is not.
Автор сообщения: chouia
Be warned: If one day it's possible to play Ori on Linux, the first thing you'll see when you launch the game will be "Microsoft Studios"! ;) I was surprised, I didn't know Microsoft is the publisher.
With Microsoft making more and more of its stuff open-source and cross-platform and adding support for Linux and other OSes to their products, expect more surpises.
Автор сообщения: xSWSxAstarum
Автор сообщения: DaddyDrew
Wow, guess you know a lot huh?
The textures they use are all rendered internally, and use dx11 related api calls. Guess.... you knew that though huh?

DX11 != DX9. Also, those calls are to DLLs that are useable on Linux - not all of DX11 is. In fact, most is not.
No one said DX11 was DX9, and that my friend is the exact point. Do you like to argue someone else's points for them?
Автор сообщения: DaddyDrew
Автор сообщения: xSWSxAstarum

DX11 != DX9. Also, those calls are to DLLs that are useable on Linux - not all of DX11 is. In fact, most is not.
No one said DX11 was DX9, and that my friend is the exact point. Do you like to argue someone else's points for them?


OK. So help me understand. You said they needed to improve DX9 support. When I said that OpenGL and DirectX 9 could be used interchangeably and transparently by Unity-based programs, you used the fact that some DirectX 11 cross-platform DLLs were used by Unity as evidence that I was wrong. Then, when I tried to point out how silly this was, you decided that you'd been saying something else all along. But somehow I'm wrong? LMAO.
You assumed that I said that it was Unity that used the DirectX11 calls. In fact it is not Unity, but the game itself, which uses native code calls. The fact of the matter is, the font issue is related to it being targeted to those specific calls. Thus... support would need to be improved for anything .... "anything", other than DX11 targeting, including DX9 & OpenGL. You made some assumptions, and I was not clear, apparently. I'm not even sure where you got cross platform DX11 library usage from. It's OK to be wrong once in a while you know. Hell I could be wrong.
Отредактировано Rust; 22 мар. 2015 г. в 6:58
< >
Сообщения 115 из 34
Показывать на странице: 1530 50

Дата создания: 17 мар. 2015 г. в 18:58
Сообщений: 34