7 wrote:
> Roy Schestowitz wrote:
>
> > __/ [ Brandon J. Van Every ] on Tuesday 26 December 2006 08:14 \__
> >
> >>
> >> 7 wrote:
> >>> Roy Schestowitz wrote:
> >>> >>
> >>> >> 8. Linux games becomes the only way to make next generation games
> >>> >> work.
> >>> >
> >>> >
> >>> > OpenGL-accelerated desktops come to mind (DirectX flip mode is moot).
> >>> > This can also assist, augment and complement design, e.g. Autodesk
> >>> > AutoCAD, Maya 3D... among other things of course...
> >>>
> >>>
> >>> OpenGL patents are owned by micoshaft.
> >>
> >> Such as?
> >
> >
> > I wondered the same thing...
>
> I forge the details, it went something like this....
> The originators of Open GL, (Silicon Graphics?)
> ran into trouble financially and they sold a whole
> bunch of patents that Open GL uses to micoshaft for
> money. Thus Open GL doesn't evolve as fast as it should
> do because micoshaft has 'some say' in anything that
> has to do with 'Open' GL at the expense of the
> open source community.
That doesn't sound right, as Microsoft quit the OpenGL ARB some years
ago. Of course now the ARB has been folded into Khronos.
> >>> I'm thinking more of the arrival of open source libraries
> >>> pooling enough features together to make rapid gaming
> >>> advances that could only be put together in a Linux environment.
> >>> The typical windopz developer model of buying up companies
> >>> to get at the fragments of code is rapidly coming to an end
> >>> because its too slow and not as dynamic as the Linux
> >>> developer environment.
> >>
> >> Well I'm interested in what a "rapid gaming advance" would be, but I
> >> must say that over the past 3 years of looking in open source land, I
> >> didn't find one. Well, perhaps the PS3 will help. That's pretty much
> >> why I'm here.
>
> Well this is about the future 2007 as opposed to the past.
> Libraries and toolkits with may emerge with drop in features
> that allows mixing and mashing of code at a faster rate
> than other methodolies allow.
I seriously doubt it, with regards to the PS3. New platforms just
bring new support burdens. How does the friggin' IBM Cell work, how
does the PS3 as a system work... by the time everyone gets up to speed
on that, and is starting to become productive with the learning curve,
it's time for the next console. Same story for compiler development in
general. Every 2 years is some newfangled CPU, so compilers never get
past a certain point of goodness.
Cheers,
Brandon Van Every
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