Not sure if anyone has posted this yet but fortnite is now coming out on ios/android
https://youtu.be/iyYzfMOUvZU
https://youtu.be/iyYzfMOUvZU
haha but what about linux bros haha its just ue4 all you need is to configure the build system to produce binaries haha just port it man its so easy please fucking port it
Just because it uses UE4 doesn't mean it can be easily ported. There is middleware that needs to be ported and C++ code that needs to be cleaned up because Clang much more picky than MSVC or maybe even rewritten because of OS specific code. The devs will also have to make sure that the rendering APIs used on Linux are on par with the renderers used on Windows and that there are no bugs or shaders that won't work well on OpenGL/Vulkan.
All of this for an OS with very, very low marketshare.
I want Fortnite on Linux too, but you really can't just say "haha its so easy lolll just port it"
All of this for an OS with very, very low marketshare.
I want Fortnite on Linux too, but you really can't just say "haha its so easy lolll just port it"
mastercomsJust because it uses UE4 doesn't mean it can be easily ported. There is middleware that needs to be ported and C++ code that needs to be cleaned up because Clang much more picky than MSVC or maybe even rewritten because of OS specific code. The devs will also have to make sure that the rendering APIs used on Linux are on par with the renderers used on Windows and that there are no bugs or shaders that won't work well on OpenGL/Vulkan.
All of this for an OS with very, very low marketshare.
I want Fortnite on Linux too, but you really can't just say "haha its so easy lolll just port it"
As much as there's truth to what you said (and considering it's a serious answer to a low quality post), I sure hope your AAA developers mostly use standard C++ features and minimize/abstract OS specific code.
Plus, it also does seem a lot more reachable now that they've announced mobile releases on systems that only support OpenGL/Vulkan, as far as I'm aware.
I don't think calling this challenging is reasonable.
Calling it not worth it ? I can absolutely agree.
All of this for an OS with very, very low marketshare.
I want Fortnite on Linux too, but you really can't just say "haha its so easy lolll just port it"[/quote]
As much as there's truth to what you said (and considering it's a serious answer to a low quality post), I sure hope your AAA developers mostly use standard C++ features and minimize/abstract OS specific code.
Plus, it also does seem a lot more reachable now that they've announced mobile releases on systems that only support OpenGL/Vulkan, as far as I'm aware.
I don't think calling this challenging is reasonable.
Calling it not worth it ? I can absolutely agree.
mastercomsJust because it uses UE4 doesn't mean it can be easily ported. There is middleware that needs to be ported and C++ code that needs to be cleaned up because Clang much more picky than MSVC or maybe even rewritten because of OS specific code. The devs will also have to make sure that the rendering APIs used on Linux are on par with the renderers used on Windows and that there are no bugs or shaders that won't work well on OpenGL/Vulkan.
All of this for an OS with very, very low marketshare.
I want Fortnite on Linux too, but you really can't just say "haha its so easy lolll just port it"
i dont really care for fortnite on linux but im pretty sure the code is perfectly compatible with clang considering the ps4 toolchain is llvm and clang
All of this for an OS with very, very low marketshare.
I want Fortnite on Linux too, but you really can't just say "haha its so easy lolll just port it"[/quote]
i dont really care for fortnite on linux but im pretty sure the code is perfectly compatible with clang considering the ps4 toolchain is llvm and clang
Fortnite worked on Linux fantastically through wine until they implemented battle eye, which actually has a Linux version.
So it's been shown that the game will run on the platform but the devs are to lazy to make it happen.
So it's been shown that the game will run on the platform but the devs are to lazy to make it happen.
TwiiKuuAs much as there's truth to what you said (and considering it's a serious answer to a low quality post), I sure hope your AAA developers mostly use standard C++ features and minimize/abstract OS specific code.
Plus, it also does seem a lot more reachable now that they've announced mobile releases on systems that only support OpenGL/Vulkan, as far as I'm aware.
I don't think calling this challenging is reasonable.
Calling it not worth it ? I can absolutely agree.
Clang is incredibly picky on a lot of things. Also just because OS specific features are abstracted doesn't reduce work, you still need to implement code for each platform. And just because mobile uses those rendering interfaces, the renderers are still going to be handled slightly differently for each platform, plus there's different drivers. It does seem more reachable with it being ported to mobile, but it is definitely still challenging. The biggest thing being the middleware.
hpqoeui dont really care for fortnite on linux but im pretty sure the code is perfectly compatible with clang considering the ps4 toolchain is llvm and clang
Ah, thanks for the heads up. I wasn't very familiar with the PS4 platform. Is it the same version as the Linux toolchain?
catman1900Fortnite worked on Linux fantastically through wine until they implemented battle eye, which actually has a Linux version.
So it's been shown that the game will run on the platform but the devs are to lazy to make it happen.
I don't see how something working in Wine has anything to do with actually porting the game.
Plus, it also does seem a lot more reachable now that they've announced mobile releases on systems that only support OpenGL/Vulkan, as far as I'm aware.
I don't think calling this challenging is reasonable.
Calling it not worth it ? I can absolutely agree.[/quote]
Clang is incredibly picky on a lot of things. Also just because OS specific features are abstracted doesn't reduce work, you still need to implement code for each platform. And just because mobile uses those rendering interfaces, the renderers are still going to be handled slightly differently for each platform, plus there's different drivers. It does seem more reachable with it being ported to mobile, but it is definitely still challenging. The biggest thing being the middleware.
[quote=hpqoeu]i dont really care for fortnite on linux but im pretty sure the code is perfectly compatible with clang considering the ps4 toolchain is llvm and clang[/quote]
Ah, thanks for the heads up. I wasn't very familiar with the PS4 platform. Is it the same version as the Linux toolchain?
[quote=catman1900]Fortnite worked on Linux fantastically through wine until they implemented battle eye, which actually has a Linux version.
So it's been shown that the game will run on the platform but the devs are to lazy to make it happen.[/quote]
I don't see how something working in Wine has anything to do with actually porting the game.
you'd be hard pressed to find information about the dev toolchain since its all under nda, but according to some blogpost its clang 3.8 or higher. (http://kiwidog.me/2016/08/tutorial-playstation-4-development-on-windows/#install-clang)
I've already played it on my iPhone 6s, the controls are pretty weird lol
the idea of playing shooters like this on a tiny fucking display, especially without mouse/keyboard, is just ridiculous to me.
i suppose it just means i'm old, but i love having a huge screen in my face for proper immersion, and a mouse to aim accurately with. this phone-era of video games is such a bummer.
as for fortnite, it's definitely top-tier if you look at how terrible the majority of mobile games are. you mostly see immensely addictive games that use 0/10 of your attention and brain, while typically using somewhere between 4/10 and 10/10 of your wallet. fortnite is at least an actual game, rather than slot machine tier garbage.
i suppose it just means i'm old, but i love having a huge screen in my face for proper immersion, and a mouse to aim accurately with. this phone-era of video games is such a bummer.
as for fortnite, it's definitely top-tier if you look at how terrible the majority of mobile games are. you mostly see immensely addictive games that use 0/10 of your attention and brain, while typically using somewhere between 4/10 and 10/10 of your wallet. fortnite is at least an actual game, rather than slot machine tier garbage.
who cares about fortnite i want runescape mobile already...
mastercomsJust because it uses UE4 doesn't mean it can be easily ported. There is middleware that needs to be ported and C++ code that needs to be cleaned up because Clang much more picky than MSVC or maybe even rewritten because of OS specific code. The devs will also have to make sure that the rendering APIs used on Linux are on par with the renderers used on Windows and that there are no bugs or shaders that won't work well on OpenGL/Vulkan.
All of this for an OS with very, very low marketshare.
I want Fortnite on Linux too, but you really can't just say "haha its so easy lolll just port it"
Once you have a Mac port a Linux port is trivial.
All of this for an OS with very, very low marketshare.
I want Fortnite on Linux too, but you really can't just say "haha its so easy lolll just port it"[/quote]
Once you have a Mac port a Linux port is trivial.
I feel like this will be the next craze that keeps kids distracted from their work in school
Regardless, mouse and keyboard will always be superior
Regardless, mouse and keyboard will always be superior
it's actually suffering to try to play with the mobile controls why did they think this would be a good idea
ROCKET_LAUNCHER_TF2it's actually suffering to try to play with the mobile controls why did they think this would be a good idea
phone “gamers” has a playerbase to tap into
phone “gamers” has a playerbase to tap into
ROCKET_LAUNCHER_TF2it's actually suffering to try to play with the mobile controls why did they think this would be a good idea
Huge playerbase and BT controllers.
Huge playerbase and BT controllers.
lavenderfortnite is h1z1 for babies
Ye real men like playing with 30 fps, shit ton of bugs, lag and updates every once in a while.
Ye real men like playing with 30 fps, shit ton of bugs, lag and updates every once in a while.
Re4litylavenderfortnite is h1z1 for babiesYe real men like playing with 30 fps, shit ton of bugs, lag and updates every once in a while.
Ye real men like playing with 30 fps, shit ton of bugs, lag and updates every once in a while.[/quote]
https://i.ytimg.com/vi/NltIltKMwVs/maxresdefault.jpg
i cant imagine why anyone would want to play a third person shooter using touch screen controls
id call the venture a cash grab but fortnite is a free game
id call the venture a cash grab but fortnite is a free game
Gritomai cant imagine why anyone would want to play a third person shooter using touch screen controls
id call the venture a cash grab but fortnite is a free game
Lets them expand into HUGE foreign markets where people have phones but few have PCs or consoles. Game controllers for phones are cheap and becoming more popular. I wouldn't be surprised to see "gaming" phones with dedicated gaming controls take over the portable console market soon.
id call the venture a cash grab but fortnite is a free game[/quote] Lets them expand into HUGE foreign markets where people have phones but few have PCs or consoles. Game controllers for phones are cheap and becoming more popular. I wouldn't be surprised to see "gaming" phones with dedicated gaming controls take over the portable console market soon.
what are we waiting for??
valve make a mobile version of tf2 it'll save the game
valve make a mobile version of tf2 it'll save the game
is this the team fortress 2 engineer class spin off game
friendly reminder the razer phone has a 120hz screen
mobile fortnite esports teams when
mobile fortnite esports teams when
Consolefriendly reminder the razer phone has a 120hz screen
mobile fortnite esports teams when
Pretty sure they are going to cap it at 30 fps since anything above 30 will cause majority of the phones to overheat.
mobile fortnite esports teams when[/quote]
Pretty sure they are going to cap it at 30 fps since anything above 30 will cause majority of the phones to overheat.
TwiiKuuhaha but what about linux bros haha its just ue4 all you need is to configure the build system to produce binaries haha just port it man its so easy please fucking port it
lol just use Anbox to play Fortnite on Linux. It will totally work.
https://anbox.io/
lol just use Anbox to play Fortnite on Linux. It will totally work.
https://anbox.io/
"me too"
https://pbs.twimg.com/media/DYrlllqVMAAO_g9.jpg
https://twitter.com/PUBATTLEGROUNDS/status/975844708726394880
[img]https://pbs.twimg.com/media/DYrlllqVMAAO_g9.jpg[/img]
https://twitter.com/PUBATTLEGROUNDS/status/975844708726394880
TwiiKuu"me too"
https://pbs.twimg.com/media/DYrlllqVMAAO_g9.jpg
https://twitter.com/PUBATTLEGROUNDS/status/975844708726394880
Runs and looks like shit on an actual PC. Hate to see what it is like neutered enough to be playable on phone.
[img]https://pbs.twimg.com/media/DYrlllqVMAAO_g9.jpg[/img]
https://twitter.com/PUBATTLEGROUNDS/status/975844708726394880[/quote]
Runs and looks like shit on an actual PC. Hate to see what it is like neutered enough to be playable on phone.
idk why self described serious gamers dislike fortnite so much. it's basically as close as you can get to an ideal AAA casual multiplayer game. the devs are super involved, the game gets weekly content updates and balance adjustments. also it actually feels good to play in a lot of the same ways that tf2 does because it stays away from the trappings of modern video games like canned animations, low player mobility and speed while airborne, removal of momentum etc. the only real "problem" with the fundementals of the gameplay is that weapon spread is randomized and bloom based, but they are supposedly working on changes so that's not how the guns work anymore, or at least they were at one point. also, it actually has an artstyle and reads well while you're playing. i don't care if a game looks cartoony or realistic, but it's nice to have some consistency in the visual language of the game instead of just mashing together a bunch of photoreal elements and calling it a day. there are almost no situations that i've been in where i died because i didn't see a player as a result of them blending in with something accidentally.
on top of all that, the games systems are pretty well designed and you generally feel like you made a mistake when you died, not just that you got unlucky. the guns are balanced so that someone with a lower quality gun almost always has an opportunity to catch someone with a higher quality gun off guard and get the kill, and you're rewarded pretty heavily for playing aggressively and knowing how to build well.
on top of all that, the games systems are pretty well designed and you generally feel like you made a mistake when you died, not just that you got unlucky. the guns are balanced so that someone with a lower quality gun almost always has an opportunity to catch someone with a higher quality gun off guard and get the kill, and you're rewarded pretty heavily for playing aggressively and knowing how to build well.