Construct for Linux and MacOSX

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Post » Sun Sep 07, 2008 7:20 am

Please port the engine for Linux and MacOSX using OPENGL please.

The Linuxers want this ;_;
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Post » Sun Sep 07, 2008 12:12 pm

Use some kind of Emulator becouse it's not in planned to do Linux port becouse Construct use DirectX9 and this have no support for linux (by default).
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Post » Sun Sep 07, 2008 3:36 pm

We get this request from time to time. The Windows version isn't even at 1.0 yet - it should definitely be completed and mature before we go porting it anywhere. Also, porting an application as large as Construct is a complex and very time-consuming task. Construct is developed primarily by three volunteers in our spare time (most of us are doing full time university courses as well), so we just don't have enough coders.

If you want a mac or linux version you have one viable option:
- Find a mac or linux programmer to do the port. Construct is open source, so anybody can do this.
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Post » Tue Sep 09, 2008 8:45 am

An SDL port was progressing okay, though I've used Allegro recently and would be inclined to use it in the Construct runtime when multi-platform runtimes come to be made.

The current SDL fork renders fairly well and quickly, but would be pretty hard to make work on any other platform, so it wouldn't be considered for a while yet.
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Post » Wed Dec 17, 2008 3:23 am

What are the dependencies outside of DirectX that are keeping it from being easily ported?

Would it be significantly easier to create a cross-platform runtime plus command-line "compiler" to create and run Construct executables, and limit the authoring of games to Windows?

It sounds like the rendering API isn't as difficult, as you say you've got an SDL fork already.
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Post » Wed Dec 17, 2008 12:01 pm

Assuming the rendering engine is swapped out for an OpenGL one (doable), there are issues with MFC, plugins and plugin architecture (most plugins also depend on MFC/Win32 and there are 70+ of them) and you'd need a write-once compile-twice setup for each plugin to stop yourself going absolutely mad. The IDE would be more complicated because it depends on a Windows-only UI library, but I don't think that needs to be worried about before the runtime.

In short, time is the limiting factor - as said earlier in the thread, we're all volunteers, full-time students working in our spare time. To be honest, I'm not a big fan of spending months of time and effort on an operating system I don't use to gain another 5% of the PC market. Someone else is welcome to do it though if they want - we are open source - and I'll gladly answer any questions or help any way I can if someone took up the challenge.
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Post » Wed Dec 17, 2008 8:19 pm

True
Its like what they say, when you think of games you don't think of Linux, you think of Windows.
Gotta get the niche first, still... OpenGL would be a welcome addition.
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Post » Thu Dec 18, 2008 4:11 am

[quote="Rich":3jjuwxeo]An SDL port was progressing okay, though I've used Allegro recently and would be inclined to use it in the Construct runtime when multi-platform runtimes come to be made.

The current SDL fork renders fairly well and quickly, but would be pretty hard to make work on any other platform, so it wouldn't be considered for a while yet.[/quote:3jjuwxeo]
I also use the Allegro Library for games programming, so if the future port uses it, I may be able to help.
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Post » Sat Dec 20, 2008 11:23 am

An allegro runtime with OpenGL is certainly the solution post 1.0.

As Ash said, the only real problem is the plugins, which will require an SDK rearchitecture, and rewrites.
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