I'm basically an artist who "paints" with code, and good debuggers are one of my brushes. Except, each "painting" involves a variable amount of mental and/or physical resources. The Steam Linux project was the hardest one I've ever done so far. Getting games on Linux and pushing the GL driver teams to go in the right directions was extremely difficult.
Thankfully, each project is a learning experience. Each time I get better at understanding myself.
You're amazing. I ROFLed so much from the "driver quality" one.
ReplyDeleteJust curious: how much the situation improved nowadays? I know it did, e.g. "vendor B" gone to FOSS, and fixed many problems _(e.g. the quality, because the code now is public)_; but it'd be cool to hear your opinion, as from someone, who was working closely with all of that.
Thanks! Honestly, I've been out of the loop for the past few years, so I can't really comment how good the drivers are now.
DeleteHello Rich! Let me ask you a question. Was Valve even considered FreeBSD instead of Linux to that project? If yes, what was considered the downside of FreeBSD? I mean, FreeBSD was (and still have) a more arcane graphic stack than Linux, but its licensing model and lack of fragmentation would not facilitate to deal with Valve partners? And, AMD drivers in particular are already BSD licensed.
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