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.