• BCsven@lemmy.ca
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    2 days ago

    What I have heard on coding shows is making the Windows game available for Linux is clicking a check box for export/compile for Linux. And companies don’t.

    • Warl0k3@lemmy.world
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      2 days ago

      Urm. No. In a few cases thats true, but for most complex systems, or even just ones that rely on non-default engine extensions (a category that includes nearly all games), they really do need work invested into them. Steam and proton are are making this better but its really not at ‘just check a box’ levels of ease yet.

      • BCsven@lemmy.ca
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        2 days ago

        Just conveying what coders say, can’t comment on which engines. But since Linux doesn’t care what binary it loads into memory to execute it doesn’t seem hard to support a translation layer.

        • Warl0k3@lemmy.world
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          1 day ago

          I’m very curious what those coders meant! For what it’s worth, what you’re describing is essentially Proton and it has been extremely difficult to develop and requires a great deal of ongoing support. Cross-compiling is super hard, its the reason Android runs on (essentially) the JVM and that windows implemented UWP, and its the root cause behind driver compatability issues. I’m just not sure what you mean, I guess.

          • BCsven@lemmy.ca
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            21 hours ago

            I assume since the Linux kernel doesn’t care what executable code gets run in memory, it was an engine that adda info for system call translations. Could be wrong, they did not elaborate.