• @Elderos@lemmings.world
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    61 year ago

    Who is “they”? Not all game companies can afford to support multiple platforms. You’re not entitled for developers to support your preferred platform nor does it make sense yo give a negative review unless they lied in the product description.

      • @Elderos@lemmings.world
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        1 year ago

        Well, first of all I know multi-platform game exists and in some case it will just work out of the box. If it doesn’t though, not all companies have the money to hire QA for other platforms or devs to look into issues when stuff goes wrong on Linux. Most game companies fail and run out of cash, only the top survives. They don’t have that sort of money laying around to mess around a platform with 2% of users. My previous company certainly loss money on Linux and it was a cause of tension internally.

        Secondly, a Minecraft prototype written in c++ and using native OpenGL calls is a terrible example. Even though I understand the dev volunteer his time so money isn’t an issue, it would cost a fortune and take years for your average studio to make a game from scratch like this without a game engine.

        • @uis@lemmy.world
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          1 year ago

          This game was made by student at age of AFAIK 17-19 and took less than year to make working 1.12.2 client with rendering and movement.

          take years for your average studio to make a game from scratch like this without a game engine.

          I wonder how many people are working at average studio and what their qualification.

          • @Elderos@lemmings.world
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            21 year ago

            A bare bone program with rendering and movement is not a game, it’s a prototype, and this demonstrate nothing about modern game development. Of course a prototype with nothing but rendering and basic inputs coded in c++ is gonna be multi-platform by default. Hell, it is just code on a repo, you don’t even need to build it and test it and deploy it for all platforms as it is up to the user. I don’t think you understand the scope of making a fully-completed game. I had dozens of unfinished prototypes on my computer, some of which I made decades ago, some are multi-platform because of the language and tech. Still, this means nothing. It still cost money to support multiple platforms. Only exception nowadays is if your game happen to be compatible with Proton. But yeah, supporting Mac and a bunch of other platforms? It is not free my dude.