If you don't respect our decision to keep the thing closed for now, then don't use the emulator. By keeping it we are able to personally have a full understanding of the entire code base and that's practically necessary for a project like this (you need to have written a highend emulator to really understand this). This wouldn't be the possible if many more people were adding their own little tweaks all the time. Besides, there aren't really many people who are able to make useful contributions to a project like this anyway.
Right now OpenGL is less suited than Direct3D for emulating the gamecube graphics (OpenGL has less per-primitive overhead so I would have chosen it instead if the shader language situation wasn't so abysmal). D3D has HLSL which is practically necessary while the standard OpenGL shader language GLSL still doesn't work on nvidia cards and is very early and glitchy, and isn't as well suited. It's not a simple matter of just porting the current plugin to OpenGL.
Besides, if we were to make a linux port, all the usual problems with linux development that makes me stay away from it crops up: What UI toolkit should be used? What audio server? etc... whatever choice we would make, haters from the other side would crop up. That's totally unlike the situation on Windows where the only choices for these things are Win32 and DirectSound, and everyone is happy with those since they are good and work on everyone's computers without configuration.
I'm not interested in hobby Linux development until these things are standardized properly, it's just not fun to deal with crap like this. The coherent environment of Windows is a much better framework for "for fun" hobby development.
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Voilà qui remet sèchement à leur place beaucoup de linux zealots!
Forcément ça fait mal quand ça vient de la part de quelqu'un qui fait forcément partie de l'élite des coders.
# Commentaire de dévs lors des requetes pour un portage opensource....
Posté par helloworld256 . En réponse à la dépêche Dolphin : l'émulateur GameCube et WII rejoint le Libre !. Évalué à 1.
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If you don't respect our decision to keep the thing closed for now, then don't use the emulator. By keeping it we are able to personally have a full understanding of the entire code base and that's practically necessary for a project like this (you need to have written a highend emulator to really understand this). This wouldn't be the possible if many more people were adding their own little tweaks all the time. Besides, there aren't really many people who are able to make useful contributions to a project like this anyway.
Right now OpenGL is less suited than Direct3D for emulating the gamecube graphics (OpenGL has less per-primitive overhead so I would have chosen it instead if the shader language situation wasn't so abysmal). D3D has HLSL which is practically necessary while the standard OpenGL shader language GLSL still doesn't work on nvidia cards and is very early and glitchy, and isn't as well suited. It's not a simple matter of just porting the current plugin to OpenGL.
Besides, if we were to make a linux port, all the usual problems with linux development that makes me stay away from it crops up: What UI toolkit should be used? What audio server? etc... whatever choice we would make, haters from the other side would crop up. That's totally unlike the situation on Windows where the only choices for these things are Win32 and DirectSound, and everyone is happy with those since they are good and work on everyone's computers without configuration.
I'm not interested in hobby Linux development until these things are standardized properly, it's just not fun to deal with crap like this. The coherent environment of Windows is a much better framework for "for fun" hobby development.
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Voilà qui remet sèchement à leur place beaucoup de linux zealots!
Forcément ça fait mal quand ça vient de la part de quelqu'un qui fait forcément partie de l'élite des coders.