I've been in games and game middleware (including in many cases with Linux support) for fifteen years and I have never once seen this happen. Generally there is a tremendous amount of commentary like this from Linux folks and the port neither gets meaningful (or profitable) publicity nor sales that outstrip support. This comment is the stereotypical Linux game post.
When supporting a platform can mean debugging and submitting patches for a users graphics drivers in exchange for a shockingly low conversion rate, it's an easy no for me.
PS I built and maintain an Enterprise AWS GPU app on Ubuntu and the platform is great. But it was very non trivial to get working.
PPS if you spend less than $150/yr combined on all software purchases (including mobile/console) please don't make a case for Linux gaming. TuxRacer is your apotheosis.
> This comment is the stereotypical Linux game post.
I have absolutely no affinity for linux. My times spent twiddling with settings, packages, and getting drivers to work are long behind me. I have been exclusively Mac for almost a decade now, so I am in no way shape or form a "linux gaming homer" I could care less, but I am an opportunist, and I do see an opportunity now (and not 15 years ago)
> I've been in games and game middleware (including in many cases with Linux support) for fifteen years and I have never once seen this happen.
Yes, 15 years ago, Windows 10, with all it's privacy intrusions basically being a spyware OS didn't exist. A Steve Job-less Apple, doubling down on it's disdain for OpenGL and gaming in general at Apple didn't exist (see relevant John Carmack posts). And forgive me, but I would be willing to bet we didn't hear about it your game because I was specific when saying "first class citizen" meaning the game worked just as well on Linux as it did Windows. If you achieved that and still got no publicity I would be shocked. All you would need is one popular twitch streamer streaming Fornite (which also didn't exist 15 years ago, and wasn't pervasive until recently) on Linux or some similar big title and you would have a spark.
Game Closure | Engineer | SALARY: $100k - 150k | San Francisco Bay area (SF) | Tokyo, Japan | Eugene, Oregon | VISA REMOTE
Game Closure is behind Everwing, the top game on Facebook’s Instant Games platform. In parallel, we’ve built the world’s most advanced javascript game engine for messenger games. We’ve raised more than $30M, and we have more than a million users per engineer at the company.
Our technologies and games have already been in front of many tens of millions of users, and we’re adding millions of new users monthly.
The Game Closure team is growing very rapidly. We need senior engineers for game development and game engine technology roles. These are high leverage senior positions. Remote workers are welcome. Our teams are already highly distributed because we’re looking to build the best engineering team in the world.
Outside of our games, we have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, React integration, and many other core infrastructure tools that we would welcome your support on defining and creating.
Please email linda@gameclosure.com
Subject: Game Closure Core Engineer: YOUR NAME HERE
Please include a personal note about your background and interests so we can prioritize your application!
Game Closure | Engineer | SALARY: $100k - 150k | San Francisco Bay area (SF) | Tokyo, Japan | Eugene, Oregon | VISA REMOTE
Game Closure is behind Everwing, the top game on Facebook’s Instant Games platform. In parallel, we’ve built the world’s most advanced javascript game engine for messenger games. We’ve raised more than $30M, and we have more than a million users per engineer at the company.
Our technologies and games have already been in front of many tens of millions of users, and we’re adding millions of new users monthly.
The Game Closure team is growing very rapidly. We need senior engineers for game development and game engine technology roles. These are high leverage senior positions. Remote workers are welcome. Our teams are already highly distributed because we’re looking to build the best engineering team in the world.
Outside of our games, we have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, React integration, and many other core infrastructure tools that we would welcome your support on defining and creating.
Please email linda@gameclosure.com
Subject: Game Closure Core Engineer: YOUR NAME HERE
Please include a personal note about your background and interests so we can prioritize your application!
Game Closure | Engineer | SALARY: $100k - 150k | San Francisco Bay area (SF) | Tokyo, Japan | Eugene, Oregon | VISA REMOTE
Game Closure is behind Everwing, the top game on Facebook’s Instant Games platform. In parallel, we’ve built the world’s most advanced javascript game engine for messenger games. We’ve raised more than $30M, and we have more than a million users per engineer at the company.
Our technologies and games have already been in front of many tens of millions of users, and we’re adding millions of new users monthly.
The Game Closure team is growing very rapidly. We need senior engineers for game development and game engine technology roles. These are high leverage senior positions. Remote workers are welcome. Our teams are already highly distributed because we’re looking to build the best engineering team in the world.
Outside of our games, we have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, React integration, and many other core infrastructure tools that we would welcome your support on defining and creating.
Please email linda@gameclosure.com
Subject: Game Closure Core Engineer: YOUR NAME HERE
Please include a personal note about your background and interests so we can prioritize your application!
Beware of these folks. When I interviewed (when they posted a remote job here before) they told me after wasting a bunch of time that they aren't actually looking for remote devs. It's not clear why they keep posting remote listings here.
Be careful when dealing with this company. They have rebranded themselves many times. I have a personal negative experience with them, and seems many others do as well. I interviewed on site, and via Skype. They seem like a decent company on the surface, but in action, appear completely disorganized.
I'm really curious about what's really going on there.
Blackstorm | Engineer | SALARY: $100k - 150k | San Francisco Bay area (SF) | Tokyo, Japan | Eugene, Oregon | VISA REMOTE
Blackstorm is behind Everwing, the top game on Facebook's Instant Games platform. In parallel, we've built the world's most advanced javascript game engine for messenger games. We've raised more than $30M, and we have more than a million users per engineer at the company.
Our technologies and games have already been in front of many tens of millions of users, and we're adding millions of new users monthly.
The Blackstorm team is growing very rapidly. We need senior engineers for game development and game engine technology roles. These are high leverage senior positions. Remote workers are welcome. Our teams are already highly distributed because we're looking to build the best engineering team in the world.
Outside of our games, we have projects for hosted real-time multiplayer gaming, social gaming, cross-compilation to native platforms, React integration, and many other core infrastructure tools that we would welcome your support on defining and creating.
Please email linda@blackstormlabs.com
Subject: Blackstorm Core Engineer: YOUR NAME HERE
Please include a personal note about your background and interests so we can prioritize your application!
I can't speak for life in any of their offices, but just a heads up to anyone thinking of applying here:
I interviewed with them, made it several rounds, and then they went radio silent, after giving me the runaround. Given they approached me, this was particularly confusing. They just seemed very disorganized.
This was a few months back, so maybe they've change, but it was a complete waste of time.
I interviewed in Eugene at a game company once many years ago. Was raining the whole time, their building was covered with moss, people were crammed in cubes in the hall, and the president handed me a written programming test. I handed it back and said no thanks and left.
GUI is slow primarily because of naive uploading of six video frames sixty times per second. Not a detail that mattered for this initial work. It should take almost no time with a smarter implementation.
Ah, so you're counting video upload to texture and render of it as part of GUI cycle? Number makes sense then. You're basicaly redrawing whole gui each frame along with video texture and uploading/updating that texture at 60fps.
I am not aware of a good obvious default answer. And even when there is a reasonable one (ie xmpp for text chat) it doesn't appear that the open flavor has won in the market place.
When supporting a platform can mean debugging and submitting patches for a users graphics drivers in exchange for a shockingly low conversion rate, it's an easy no for me.
PS I built and maintain an Enterprise AWS GPU app on Ubuntu and the platform is great. But it was very non trivial to get working.
PPS if you spend less than $150/yr combined on all software purchases (including mobile/console) please don't make a case for Linux gaming. TuxRacer is your apotheosis.