Unlike unicorns and honest politicians, they do in fact exist. Unity3D is the leading commercially available high-end engine that does _fantastically_ in this regard. On the hobbyist/low-end, things like GameMaker have been doing this for many years. There are an assortment of other engines around. Do realize that even if you add up all the games using Unreal, Source, CryTek, and idTech, you're still talking about only a teeny tiny little fraction of all the games made so far.
Originally Posted by entropy
Other "AAA-grade" engines exist that do these things, but most are in-house projects and either never licensed out or are done so with very little public fanfare. There are also a very large number of smaller studios with really amazing internal engines and tools that you'll never hear about (which is too bad; some of them really should license their tech).
A lot of smaller indie teams are working with quite capable engines and in-house tools. I know I've said more than a few times here that I had no respect for indie games, but this last year has really seen a huge turnaround. Especially with the very recent trend with Kickstarter and experienced game devs jumping into the indie scene, there's some cool stuff happening that I never would have expected a year ago. Lots of new blood with a solid fundamental understanding of both game programming and general high-quality software engineering are showing up, many migrating from the big companies after the last few years of the big publishers mistreating their developers and artists. I'm still a bit wary of the indie scene (not sure if it's a bubble waiting to pop or an unstoppable force of the market), but they're definitely doing great things, in part by doing their own rapid-cycle game tools rather than using the big-name clunkers.
Oh, and as a footnote to the footnote in my last post... the indie games scene is a good thing for Linux afficionados. The smaller devs have two things at work making Linux more attactive.
First, at a smaller volume of sales, every sale counts, so even the small Linux market can still make a significant chunk of sales. Modern Warfare's made $310,000,000 in its _first day_ of release, so even if every Linux gamer bought a copy you wouldn't even notice the blip on the sales chart; a small indie developer might only make a few million dollars in sales, so Linux games can make up a very significant portion of that sales volume.
Second, smaller developers have less corporate pressure, less "big business" mentality, and individual developers have more of a say in things. While there are Linux geeks at every major game company (including Microsoft!), and many games/engines have unofficial internal ports, the business never wants to take the risk and release to a niche platform. In the small indie dev scene, if even only one developer says he wanted to do a Linux version, that may well mean all by itself that 1/3rd of the programmers are in favor of Linux, and he's free to do the port so long a his other tasks get done on time.
It still doesn't look good for the big product value games ever being on Linux (Assassin's Creed, Dead Space, Batman, etc.), since the content alone for those games costs $10's of millions to put together, but a lot more high-quality "smaller scoped" games may well be hitting the Linux market over the next few years.
Maybe -- just maybe -- it'll inspire some Open Source developers to finally stop tweaking ioQuake and remaking Quake3 for the 1,800th time and actually build something innovative, interesting, and engaging.
So, will there be a Linux version of the CryEngine 3 Nexuiz? I haven't found any source saying there will be, but I haven't found anything saying there won't be. I mean Xonotic is impressive and all, but it is no CryEngine 3 game...
The assets are often not the problem. It's the engine, it's associated code, and things like installation. If you don't know the maze (and with ANY OS, there's a maze to go through to get a quality product released...) you will be disinclined to do the effort. If you had a handle on, say, producing the game itself in a manner that would work on pretty much any of the main and many of the niche distributions on at least 32 and 64-bits, they'd be more inclined (this is not say they'd jump...). If you had a handle on installing it in some useful manner for those same distributions with only maybe the occasional tech support issue, they'd be even more inclined. If it didn't cost them more than 1/2 of the profits they'd gain from the sales- they'd do it if only to further a market.
Originally Posted by elanthis
The biggest problem is only a few people have that magic on tap right at the moment- and few have been interested in asking someone like icculus or myself for the tricks until recently.
Well do you want to get hired or just want to tell what you know for free
Bit of both, actually, Kano. We'll see what comes of things in a couple of weeks... >:-D
Originally Posted by Kano
I wonder how "the existence of a native linux port of CryEngine 3" goes with this reply of Chris Roberts (Wing Commander Series
But it "might" be coming...
For my part, it's high hopes and low expectations.
Originally Posted by entropy
Looks like Chris Roberts is trying to find out how much interest there is in getting CryEngine ported to other platforms. I sent him a message through kickstarter asking for Linux support, and he replied today asking me to vote for it as a stretch goal:
Originally Posted by Larian
I'd highly encourage anyone reading this to please vote for Linux as a stretch goal even if you're not down with the 'Star Citizen' game. Getting another major engine ported to our platform will make it _much_ easier for those licencing it to move their games over!