Feature suggestion for AGS linux engine

Started by ernesti, Sat 21/02/2004 16:50:19

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ernesti

 Hey!

Linux engine doesn't support any plugins, i think it should at least have plugin API, just like the Windows engine has. It'd make the writing of linux plugins possible.

Hmmm..   And the editor should be made compatible with those plugin types. I mean if i make a plugin of my own, which is linux compatible, and it'd be accepted by the editor -> more fun and customized games.

Would it get too complicated?  ::)

Scorpiorus

It should probably have both editor and engine interfaces as well, but there is no AGS editor port yet... :P

Ytterbium

But considering AGS was made in VB, it would be easier to port the editor to the PalmOS than to Linux, so I guess we shouldn't be too whiny about it.

Currently in production: Septigon

Privateer Puddin'

I doubt it was made in VB? CJ feel free to correct me though ;)

Scorpiorus


EvilTypeGuy

Quote from: ernesti on Sat 21/02/2004 16:50:19
Hey!

Linux engine doesn't support any plugins, i think it should at least have plugin API, just like the Windows engine has. It'd make the writing of linux plugins possible.

I don't believe it can support plugins because the surface passed to the plugin appears to be a DirectDraw surface, which is part of DirectX. However, I haven't talked to Chris about this yet, because there are several more important things to do at the moment.

As soon as I get more time (pretty soon now I hope) I will be doing a lot more with the Linux port that I've been waiting on to do.

Notably, a real setup program for it with pre-packaged games and so on.

EvilTypeGuy

Quote from: Ytterbium on Sun 22/02/2004 18:06:32
But considering AGS was made in VB, it would be easier to port the editor to the PalmOS than to Linux, so I guess we shouldn't be too whiny about it.

I haven't actually seen the Editor code yet, but I don't believe it's VB. I'm fairly certain it's C++, however there is a lot of Windows specific code in it so I haven't even looked at porting it until I take care of several other things for the Linux port.

Pumaman

QuoteBut considering AGS was made in VB, it would be easier to port the editor to the PalmOS than to Linux, so I guess we shouldn't be too whiny about it.

Hehe, where'd you get that idea? No, the editor and engine are both written in MSVC++.


As for linux plugins - it would be possible (I don't think anyone's using the two or three directx-specific functions anyway), but it would require plugin authors to recompile their plugins on linux, and probably 90% of plugin authors wouldn't know how to do that or wouldn't have a copy of linux to do it with.

Moox

a palm version would be awesome lol, turn the palm into a gameboy

ernesti

That'd be cool Chris!

I'd code plugins for both linux and windows once it's supported by AGS.
You can compile Windows compatible application on linux however, as long as you use some cross-platform library , such as Allegro, libsdl, openal, clanlib and a right interpreter, compiler.

It's really not a problem, people do get that if you use plugins that are only for windows.., then it cannot run on linux. (might work on Winex though)

The linux engine works fine already..  it just needs some support for plugins. (not for windows plugins)

The editor seems to work fine on Wine emulator..  

::)

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