11/19/2023 0 Comments Talos principle room 2 keysRunning DXMD in WINE is 100% Windows code and running DXMD on Linux is using 100% Linux code :)Īnyway, I'll stop discussing this as it's completely off topic :D Again, in one you're "translating" non native code at runtime, in the other the game is 100% native code. Using WINE and using wrappers are 100% different things. This isn't translating, it's using 100% Godot code, but looks (and essentially works) just like it does in Unity. WWW www = new WWW("") // Internally calls Godot engine code It's just that I don't have to re-learn (or re-write) certain things when using it or bringing a project over from Unity.įor instance, in Unity I use the WWW class: WWW www = new WWW("") // Internally calls Unity engine codeĪnd in Godot I use the exact same line of code with my wrapper. I've written wrappers before, calling them translating is a huge misstatement.įor instance, right now I'm writing a wrapper for Godot that wraps the UnityEngine namespace. No, you're just making it look like it's Fruity Pebbles when it's actually Cheerios. A wrapper within a "Native Port" is like pouring Cheerios into a Fruity Pebbles Box.ġ00% different :) Please address how these two things are even remotely similar :)Ĭalling wrapped libraries "translating" is like pouring cheerios into a Fruity Pebbles box and calling it transmutation. WINE is like transmutating Fruity Pebbles into Cheerios.Ģ. which you haven't addressed, at all! :)ġ. To top that off, this wasn't even my original argument to start with, it was that WINE running a Windows EXE and a "Native Port" with a few wrapped calls are completely different. If you disagree, I have one simple question: How much non native game design and/or code can be present in order to call it a "Native Port"? That's it! The only "approach" you can take where nothing will be "translated" is to design the game for Linux from the beginning, in which case it's no longer a "Port", therefore can't possibly be a "Native Port". The phrase "Native Port" simply implies the game was "compiled" on and for Linux. You can debate the benefits or downsides of static translation vs dynamic one, but they both remain non native approaches.īy your own definition of what translation is, there's no such thing, and can never be any such thing as a "Native Port", because a "Port" implies something had to be "translated" from one OS to another. Quoting: ShmerlThe mere fact of doing that is a translation. It's probably easier to make it efficient if you are translating it into low level Vulkan. It's trying to map completely different API with its own logic, into another one with its own restrictions. It's not just simply taking shaders and translating them. it's still pretty playable, but there is a performance hit that you need to take in account for given hardware. Consider for example performance hit that The Witcher 3 gets in Wine, because of translation of D3D11 into OpenGL 4.x. But performance isn't always an easy target. If performance isn't a problem, then it doens't matter much, except from design cleanness perspective. What does "fully native" give that a source or runtime based wrapper does not? I think performance is not really that much of a problem while a "fully native" game would likely have better performance, that only comes from inclusion during game development and engine design rather than any compiler magic. Overall, The Talos Principle is a must-buy for anyone who enjoys both challenging gameplay and a captivating story.Quoting: GuestI'm actually curious about why it seems to matter. Additionally, the rich story about humanity, technology, and civilization will captivate players who enjoy deep, thought-provoking narratives. The game's non-linear gameplay allows players to make their own choices, creating a unique experience for each individual player. The Talos Principle is suitable for players who enjoy puzzle-solving games and immersive storytelling.
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