They have one game right now that is massively popular, but it’s a game as a service with constant updates that maintains parity across multiple platforms, they can’t stall those for obscure Linux bugs. So what is the solution?
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Tim’s right, you need a full time Linux engineer, a dead codebase, or a buildbot that generates builds containing a README saying “don’t bother us if this doesn’t work for you.”
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Since Ryan’s comment is still getting likes and retweets .. that’s the last word on this, really. ;-P
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Well, a guy can dream, hopefully one day I will be able to play it on Linux :)
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well, I know for sure I would love to play Fortnite on Linux. I hope that in the future
@TimSweeneyEpic changes it's mind and support Linux on it's games too, as I'm already a user of Epic's engine when playing@RocketLeague totally on Linux. :)
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This problem goes away if you distribute your games using flatpak. The needed binaries and dependencies are included in the game files, and it'll generally just run on systems that have an updated kernel. Cross-distro compatibility becomes a solvable problem.
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Plus, there's a glut of enthusiasts and programmers who will make sure that if something doesn't run on their distro, that they'll fix it, or find out how to fix it and share that fix with you upstream. There are people who repackage apps for obscure DEs just because they can.
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whats worse, getting them to that point, or dealing with UWP, which btw has 5 layers.. yes.. 5 layers of DRM protection bogging the programs down
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Not exactly. CODEX was new to UWP so they listed appx and uwp as layers of DRM. appx is closed by its nature not artificially
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Don't you already have a dedicated linux team on the ANDROID port division? Android IS linux after all.
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Oh my god, this thread won't die.
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