Howdy, folks!
If you’ve investigated the other pages of this site, you’d know that I have a passion not just for Free Software, but Free Hardware Design as well. Having the flexibility to publish a game for any hardware platform is important, because Instruction Set Architectures have only recently become Free/Libre after decades of being closed.
As I’ve investigated the possibilities of the myriad of game engines that are out there, I’ve noticed that they’re lacking one very important feature… “platform independence”. x86 systems seem to be the primary publishing target, and as a result, the culprit of this problem.
As readers may very well be aware, x86 systems have dominated the computing market since Intel partnered with IBM in the early-to-mid 1980’s. After three decades of practically owning the market (and with no government anti-trust regulation), other ISAs like OpenPOWER and RISC-V have finally managed to appear, providing computing users with a much-needed alternatives.
Due to the fact that desktop publishing for these aforementioned game engines tends to lock you into x86, it really isn’t doing me (or you) any favors. So, once again, I’m back to the drawing board trying to figure out how to create the most accessible environment for game development.
Right now, because I am working on a project that will add a new back end to GCC, I’m thinking that I’ll actually create a framework, rather than an engine, in order to be able to target whatever system(s) the compiler supports. This will afford me the independence I truly desire.
*sigh* : /
On the plus side, all of the pipeline tools (LMMS, Audacity, Blender, Krita, Inkscape, etc.) are written in a way that I can cross-compile them for any new system I may develop. All I have to do is focus on the game engine/framework. 🙂
With that said… “Once more into the fray”, my friends!
Cheers! 🙂