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The final chapter in the Penumbra story released for Linux and Mac
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| Penumbra: Black Plague Now Available for Linux and Mac/Unbirth Alpha Demo
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http://www.gamershell.com/news_50550.html
Penumbra: Black Plague game released
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| Penumbra: Black Plague has been released for Windows commercially from
| Paradox Interactive, but the developer, Frictional Games, is selling the Mac
| and Linux versions itself from its Web site.
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http://www.macworld.com/article/133424/2008/05/penumbra.html
Another game:
Linux gains action RPG
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| Linux Game Publishing has announced a Linux port of "Sacred Gold," an action
| role-playing game first published for Windows three years ago. The U.K.-based
| game publisher plans to ship the title in August of this year, priced at 27
| GBP (~ $50).
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http://www.desktoplinux.com/news/NS8241728278.html
Recent:
There is Good Gaming in Ubuntu!
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| [myth:] The are no good games for linux.
| Really!? Are you serious!!??? Here are twelve of the best ones I’ve found so
| far, starting with #1: Top 12 Best Games for Ubuntu Linux - #1 Tremulous.
|
| [...]
|
| [myth:] Linux has too many video and hardware support problems.
| I’d have to disagree, but with some explanation: “Hardly Any Hardware Works
| on Ubuntu Linux!”
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http://ubuntulinuxhelp.com/there-is-good-gaming-in-ubuntu/
Tim Sweeney, Part 2: "DirectX 10 Is The Last Relevant Graphics API"
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| Interview - In the second part of our interview Tim Sweeney, creator of the
| Unreal game engine and CEO of Epic Games, discusses the challenges and
| dramatic changes that are just ahead for game developers and gamers: Graphics
| rendering may change completely and Microsoft's DirectX interface may become
| less important. The successors of the Xbox 360 and Playstation 3, due in
| 2012, could be running entirely on software pipelines.
|
| [...]
|
| Sweeney: There are significant advantages in doing it yourself, avoiding all
| the graphics API calling and overhead. With a direct approach, we can use
| techniques that require wider frame buffer, things that DirectX just doesn't
| support. At Epic, we're using the GPU for general computation with pixel
| shaders. There is a lot we can do there, just by bypassing the graphics
| pipeline completely.
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http://www.tomshardware.com/2008/03/11/tim_sweeney_part_2_directx_10_is_the_last_relevant_graphics_api_/
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