Tuesday, July 24, 2007

Linux GameDev Part II - Distributable Binaries

As mentioned before, GameDev.net, the probably largest website about game, is working on a series of articles introducing game development on Linux. Recently the second article has been released, and this time it's about creating executable binary and how to distribute them.

Anyway, better read the whole article about Linux Game Development on GameDev.net yourself.

Monday, July 16, 2007

Unix Game Development Board

Okay, it's time for another experiment. I just opened the Unix Game Development Board. It might be too early at the moment, but I don't care. It's also hosted for free, but unless there's nobody else who cares than me, I won't make any effort to improve the situation. However, it's there and you're welcome to use it.

GP2X - Linux Handheld

Having Linux as a handheld is freaky. The South Korean company GamePark Holdings made this dream come true. The GP2X is designed for hombrew and professional developers as well, and commonly uses any available emulators, as S-NES, MegaDrive, AMIGA, NeoGeo, etc. It is the successor of the GP32.

It is very homebrew friendly, and the SDKs are freely available. The development is usually done with GCC and SDL, so it's also very easy to create cross-platform games. There also exist an Allegro version for the GP2X.

Actually this sounds so cool, except for one thing: they won't release their modifications of GPL code, as the kernel 2.4 sources they use.

Windows & Linux Game Programming

This book about Windos & Linux game programming is hard to find. It's not old, but doesn't seem to be very popular. I would be interested anyway, but Amazon doesn't sell it anymore.

Windows and Linux Game Programming: Integrating SDL, OpenGL, and Direct X

Sunday, July 15, 2007

Audiophile Anyway

It's time to make a research on noise making software for Unix-like systems. To my mind this is one of the most undeveloped fields, and professional working is hardly possible.

To recall the basics, OSS and ALSA can be thought as device driver of a sound card. A sound daemon as JACK uses these driver to perform low-latency editing and mixing.

While it's possible to use VST (I don't know how it works) there exist native plugin interfaces: DSSI is for virtual instruments, and LADSPA is for filters & effects - furthermore the next genration of LADSPA is in development and called LV2.

If you're like me, you alwayes sufferd having no great audio tools. While this is still true, the situation really has changed to the better. The most notably programs are:
  • Ardour is definitely the flagship, and a professional hard disk recording program. It's comparable to ProTools, belive it or not, and finally has MIDI support.
  • Rosegarden4 is probably the most popular MIDI sequencer, and also supports audio
  • MusE is another popular MIDI sequencer, and also audio capable
  • Wired is fairly new (haha) but a very interesting hard disk recording project
  • Audacity is a very good and complete wave editor
  • ReZound is another great wave editor
  • Sweep is yet another great wave editor
  • Skale Tracker is a cool Mod tracker for die hard old school computer musicans
  • SoundTracker is another advanced Mod tracker alternative
Of course there are many other apps, and I may write another article about them, but at the moment these are the most attracting for music making. For further information check out Linux Sound.

Icculus - Gamedev Hosting

I really should mention Icculus. Following this link navigates you to one of the few guys, dedicating their enthusiasm to linux game development. Actually Icculus is an open source hoster for game development (as far as I can see, 'cause it's hard to find more information on the site), but the hoster Ryan, once Loki developer, has essentially done some important Linux ports, including Unreal Tournament 2004, America's Army, Descent 3, and Serious Sam.

Of course there exit other some other open source hosting sites, but Icculus is striclty for games. Anyway, some alternatives

Let's talk about Game Development

There's effectively no real discussion group, neither forums nor mailing lists, about Unix/Linux game development. Nevertheless I'll try to present you what already exist:

That was everything! Not really much, but we are working on it.

Sunday, July 8, 2007

Linux Gaming World

I remembered a forum discussion some time ago, where I already told about my idea of a better organized Linux gamedev scene. That was before Web 2.0 reached me, and also blogging.

In this discussion was another guy with similar interests in making games & development for our favorite platform more popular, and is running his Linux Gaming World blog since about the same time. Their intention is to examine the Linux gaming scene, especially about the industry, and to promote it.

It's always cool to see someone else is active in the scene, if there exist one. I don't think this will be two competing projects, because the concept seems different from mine, and actually support each other.

Linux GameDev Part I - Introduction

Recently I was browsing for Linux/UNIX on GameDev.net, probably the largest website about game development in general, but it's hard find something specific. In principle it doesn't realy matter, because game development is beside technical details and tools always the same. Anyway, it's bothering to study both technologies, and is time consuming as well.

However, a member of their site thought it might be good idea to introduce to Linux game development, and is writing a series of five articles about development tools, usage, and distribution.

As this is an introduction, it's especially useful for beginners and developers of other platforms, considering about developing for Linux too.

Friday, July 6, 2007

Mesa 7.0 now supports OpenGL 2.0

Some great news (I know it's not the latest) for every 3D gamer and developer. Mesa supports OpenGL 2.0.

Mesa is know to be the free cross-platform implementation of OpenGL, partitially lags the latest OpenGL version, now advanced features from OpenGL 1.5 to 2.0. One of these improvements is the OpenGL Shading Language GLSL, which directly executes shader by the GPU.

Last september OpenGL released version 2.1, and the next extension of OpenGL, Longs Peak and Mount Evans, are planned this year. Since Mesa involves some full time programmers, the hope to support new features early improves. At least not to wait again some years; this one needed time since 2003.