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I posed a question on Twitter recently where I asked developers to jump in with thoughts on essential things to know about when bringing a game to Linux. Let’s look over some answers!

In this article I will go over a few useful answers, giving full credit to the person who sent it in with a link to the tweet they sent to us. I will then give my own thoughts on each point, with any relevant links to help. There's likely hundreds of things we could point up, but these are what I consider to be some of the more common and important issues to keep in mind.

Some of the answers made me laugh, let’s start off with a good old joke about Arch Linux (source):
QuoteIf you are getting completely impossible and weird bugs that is almost impossible to reproduce, check if they are running Arch Linux…

I enjoy a good poke about distributions here and there, but it’s actually very true. Of all the distributions there are, Arch does end up being the most problematic. That's not saying Arch is bad, but being on the edge (it gets newer software faster than most other distributions) obviously increases the amount of issues that are likely to come up, since it's had less time in the oven to work out issues.

Test on Ubuntu and if you can, SteamOS too. If it doesn't work on other distributions, they likely have workarounds as they are likely doing something different. Do not feel the need to test every distribution around, it will be impossible and it's just not needed, don't overthink it. Don't be afraid to limit support to the main bigger distributions either. Some people may not like the idea, but it's too much work for little gain most of the time. Support the big distributions, forget the rest (at least until you're much more familiar with Linux).

One from David Gow (source):
QuoteUse SDL2. Or use something which itself uses SDL. Under no circumstances write X11 code directly.

It doesn't necessarily need to be SDL2, there's also SFML and likely others. The point is, projects like that can make your life a lot easier. You might be wanting to keep everything small, but these projects are bigger for a reason, as they cover tons of edge cases and nuisances you likely haven't even thought of.

There's a reason why Valve, Feral Interactive, Humble Indie Bundle and many others use SDL2 for the Linux ports. Heck, even the Unity game engine moved over to use SDL2 in Unity 5.6.

This next one comes from none other than Timothee Bessett, formerly of id Software (source):
QuotePlayers want you to succeed with your Linux release. Get them involved, for instance have them test stuff up for you.

I think this is an important point for any developer to remember. Linux users want your game to do well, we will often help you test for free, because we want to help. Any time I’ve seen a developer call for Linux testers, they end up getting overwhelmed with the amount of people willing to offer their free time to help out. Opening up a private beta to a few select people is always an option too, there's many ways to get users involved early.

However, this is not a replacement for your own testing! Linux is free to download and use forever, it can be installed by itself or along side Windows & Mac. You can install it inside a virtual machine too if you want to just give it a look over.

This little tidbit comes from Holarse Linux-Gaming, our German friends (source):
QuoteFor your files and savegames there is XDG (like %approot% on windows

This in particular is something I’m keen for developers to know about. Please, for the love of my sanity, don’t put a plain folder of “Game Name” inside my home directory. If you want to know where to store config files and saved games, you can find more info here.

As an example, Unity games tend to be in /home/user/.config/unity3d. Notice the dot before “config”, it’s a hidden directory so it doesn’t pollute a user's home directory and fill it to the brim with random folders.

Another one from Holarse Linux-Gaming (source):
QuoteYes linux filesystems ARE case sensitive

You likely know what this means, but in case you don't: "This" is not the same as "THIS" when it comes to filenames on Linux. A crash in a game that's absolutely bugging you? Check you're looking for the right filename. This single issue has tripped up a lot of developers I've personally spoken to.

Let’s break things up with another amusing one, this time from a Feral Interactive developer (source):
QuoteSomeone WILL play your game on their work render farm, and report the bugs [..] I'd be lying if I said this had only happened once. 128 cores!? 1TB RAM!?

I would be lying if I said this didn’t make me laugh quite a lot. You think some bug reports you got from Windows were weird enough? Prepare yourself.

The same Feral Interactive developer also put forward probably one of the most important points possible (source):
QuoteUse cross compatible tools whenever and where ever, anything can turn into a crutch when you try and port

The amount of times we’ve seen developers announce a Linux port, be it on Steam’s old Greenlight platform, Kickstarter or wherever else, only to announce much later they can’t do it due to something they use being Windows-only is quite staggering. Check early and often that the tools, middleware and whatever else will be able to work somehow on Linux. Don't get stuck in the professionally embarrassing position where you have to u-turn on platform support.

Asking for help is not embarrassing and should not be seen as any kind of weakness, if you put out a call for help finding replacements or getting something to work on Linux, you might be surprised to find people able to help out quite often. I've seen hundreds of developers chatting away on Twitter, Reddit and other sites giving out help and advice about Linux issues.

Another one from a Feral developer (source):
Quoteembrace the shell, the sooner the better. The last thing you want 2 hours before release is to be fumbling around learning bash

The amount of times I've seen developers put up builds where they talk about knowing nothing about Linux: how do you expect to fix bugs in it, if you don't know the first thing about the platform? A little early research and testing will go a long way. The terminal might seem a little scary at first, but from someone who doesn't consider himself even remotely smart: just do it! Learn it and you might find a new friend. Still scared? This site might help you with the basics of the Linux command line.

If you plan to release your game outside of Steam and you want to use a handy installer, take a look at MojoSetup. GOG, the well known game store actually use this for their Linux releases.

An important point I would like to also raise: don't expect Linux sales to make you rich. It's a smaller platform. Bringing a game to Linux isn't just about getting sales from the additional platform, you should also keep in mind all of us likely know people on Windows & Mac we will end up recommending the game to, especially if it has any form of multiplayer. The extra advertising through various Linux websites and the extra word of mouth can be useful.

If you're wondering whether you need to make a 32bit build of your game, in my honest opinion you don't need to bother. 64bit only is fine especially since our own statistics tell us out of 1921 people who answered about their distribution, only 1 person is on a 32bit distribution.

Also, please don't take loud and idiotic users to heart. All communities will have trolls and haters, please do ignore any you find.

If you're trying to port to Linux and you're stuck, don't fret! Take a breath, come have a chat. We have a Forum, our Email inbox is always open, we have an IRC channel, Discord and more.

Finally, if you are considering bringing your game to Linux — thank you, can't wait to try it!

Please do share any other general tips you have in the comments. Article taken from GamingOnLinux.com.
Tags: Editorial
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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Maweki Jul 4, 2017
I am German and there are a lot of games that have a problem with comma being the decimal point in my locale. Often enough, even recent Unity games, save floating point data locale independent and parse them locale dependent, leading to crashes, bugs, and corrupted saves.

It's easy enough. Just use Double.Parse with the current locale as separate parameter. It's not magic. I think I've added LC=C_ALL as a environment variable to about half of all Steam games I play.
Purple Library Guy Jul 4, 2017
Quoting: rkfg
Quoting: Purple Library GuyThese days it might also be worth looking into those Snap or Flatpak thingies. Extra fiddling maybe, but near as I understand it could buy you quite a bit of distribution-agnostic-ness.
Snap isn't that good yet. Maybe on Ubuntu it just works but on Debian I only got the CLI apps working. As I understood it, the snap developers have to hardcode NVIDIA driver paths in the framework and I use the binary non-repo driver. So OpenGL doesn't work and at least Krita couldn't run.
Ah. Well, maybe in a couple of years. Too many useful things always seem to be maybe in a couple of years.
natewardawg Jul 4, 2017
My advice would be... Test on a dual screen setup.

If you're using Unity you can check the boxes "Default is Fullscreen" and "Default is Native Resolution" from the "Player Settings" under "Resolution and Presentation". If you don't want to test for resolutions then please at the very least set the "Display Resolution Dialog" to "Enabled".
brandleesee Jul 4, 2017
Quoting: rkfg
Quoting: ShmerlWhile it's annoying, I found one relatively simple workaround. Run such games with:

HOME=$HOME/.local/share

Then all that clutter will move to more appropriate location.
Good find! Redefining HOME could be used for many things, it's a cheap "user isolation/virtualization" technology, like chroot but for data. You can add any number of "profiles" in terms of settings/accounts/data to any app, even if it doesn't directly support it.

Hello, could I please ask how to implement that code? Is it in bashrc? Thank you.
Philadelphus Jul 4, 2017
QuoteIf you're wondering whether you need to make a 32bit build of your game, in my honest opinion you don't need to bother.
Serious question, are there actually that many 64-bit executable games out there and is it actually beneficial?

I ask because the subject comes up regularly on the Paradox forum with people bemoaning the fact that the Clausewitz engine is 32-bit only and predicting massive performance improvements if it were only 64-bit, only for a developer to explain that making the engine 64-bit would change basically nothing about performance (other than allowing the use of more than 4GB of mods together, which is kind of a niche case) and that they have no plans to rewrite the engine.

There may very well be good reasons for making games 64-bit and I've love to hear them, it's just that I tend to see 64-bit thrown around as a bit of a buzz-word.
Shmerl Jul 4, 2017
Quoting: PhiladelphusSerious question, are there actually that many 64-bit executable games out there and is it actually beneficial?

I ask because the subject comes up regularly on the Paradox forum with people bemoaning the fact that the Clausewitz engine is 32-bit only and predicting massive performance improvements if it were only 64-bit, only for a developer to explain that making the engine 64-bit would change basically nothing about performance (other than allowing the use of more than 4GB of mods together, which is kind of a niche case) and that they have no plans to rewrite the engine.

There may very well be good reasons for making games 64-bit and I've love to hear them, it's just that I tend to see 64-bit thrown around as a bit of a buzz-word.

Paradox should unstick their head from the sand, and fix the engine. I suspect their general neglect to make their tools 64-bit compatible, forced Obsidian to release Tyranny in 32-bit only (because it used Paradox account integration libraries). It created the expected mess of lacking LFS and crashes on large XFS partitions. The bottom line - no excuses. 64-bit is a must today. (Luckily Obsidian finally released 64-bit version of Tyranny this June).

Some engines have a lot of work to make them 64-bit, and understandably it can take time. But not doing it at all with excuse that performance is OK as is, is just silly. Beamdog for the reference reworked their current generation of Inifinty engine to 64-bit.


Last edited by Shmerl on 4 July 2017 at 9:04 pm UTC
Shmerl Jul 4, 2017
Quoting: brandleesee
Quoting: ShmerlWhile it's annoying, I found one relatively simple workaround. Run such games with:

HOME=$HOME/.local/share

Then all that clutter will move to more appropriate location.

Hello, could I please ask how to implement that code? Is it in bashrc? Thank you.

No! Don't put this into .bashrc that will royally mess up your session. Put it into some script from which you can launch the game. In the script, add:

export HOME=$HOME/.local/share

Or if you want, add this to the .desktop launcher for it. I.e. let's say the game binary is /path/game_bin

So, the launcher would normally have something like:

Exec=/path/game_bin

And you can change it to (use full correct path, otherwise it won't work):

Exec=env HOME=/home/<your_user>/.local/share /path/game_biun

and etc.


Last edited by Shmerl on 4 July 2017 at 9:47 pm UTC
1xok Jul 4, 2017
Developers, Developers, Developers ...

https://www.youtube.com/watch?v=KMU0tzLwhbE



Dear Developers,

just come to Linux.

;)
ODDity Jul 4, 2017
Great talk from Steam Dev days conference 2014 here..

www.youtube.com/watch?v=Sd8ie5R4CVE

Tools, porting, flow, solutions.
natewardawg Jul 4, 2017
Quoting: PhiladelphusSerious question, are there actually that many 64-bit executable games out there and is it actually beneficial?

I don't believe the argument is really one of how much benefit 64 bit has over 32 bit. Rather, it's an argument of how beneficial is it to ship both 64 bit and 32 bit builds. If you're writing your own engine from scratch, it's quite a waste of time to make sure it's 32 bit compatible on Linux, just make it 64 bit. If you're building a game using a pre-built engine like Unity, Unreal, etc. then you will gain benefits from making 64 bit builds like wider vectors for SIMD instructions and more available memory for your game and won't really gain anything from 32 bit builds.

I would also argue that if there's a rare case where it's easier for a company to make only 32 bit builds why would they waste any time on 64 bit. I can't imagine too many circumstances where this would be the case, but I'm sure it's come up somewhere.

In a nutshell, the point is time and money. 32 bit builds in almost every case are a waste of both time and money. The game we're building right now we've actually cut out 32 bit builds on even Windows due to memory constraints since our game is very heavy on UGC (User Generated Content). I don't feel too bad about cutting out 5% of the market. It really is time to move on from 32 bit :)
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