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Transistor is now out for Linux and Mac:

http://store.steampowered.com/app/237930/

The Linux version supports the DualShock 4 light bar, too:

https://vine.co/v/OM00rdtZ6LF

Documentation is already up on the PCGW:

http://pcgamingwiki.com/wiki/Transistor


This is the second time I've ported something that I previously wrote about on G+. I could get used to this.

But let's talk about the port again anyway, since I've talked about the game before. Before referring to that old post, let's talk about the overall work:

Basically, I took all the files in their MonoGame branch that referred to OpenTK, and replaced them with the FNA versions of those files. That's about it. Most of the files never changed, and the FNA files that replaced the OpenTK files went through minor changes to line up with the internal APIs (primarily, fixing things to work under the XNA 3.1 spec, but not actually changing any functionality). For the actual game it was mostly the obvious set of changes, like save paths, and very little else. I made a couple changes so my very old Mono compiler would be happy, but those changes aren't relevant in the shipping version since the C# assemblies you're playing with are built by VS2012, primarily to ensure accuracy in the assembly output.

So what about those points I talked about back in May? Let's go in order:

1: Holy crap so much threaded OpenGL

It turns out Supergiant took my advice on this one. Pretty much to the letter, actually. By the time I got the source, they implemented a single-threaded renderer that uses the exact same ForceToThread setup I've got in FNA. Looking at their patch notes, it helped in the exact way that I discussed, too.

But, there was still some threaded GL hidden away. Not a whole lot, but it was there. At the beginning there was still a pair of MakeCurrent operations to get the context on the render thread, but it didn't actually do anything on the original thread, so I just delayed the context creation to when we made the render thread. This gives us a 100% single-threaded renderer, even if the rendering isn't technically happening on the main thread.

2: WinAPI

Nice and straightforward. What wasn't immediately fixed by moving to the FNA files was found/fixed in the first day; cursors work with SDL_SetCursor, total RAM is found with SDL_GetSystemRAM, etc. The cursors aren't 100% accurate since the .cur files didn't translate to SDL-compatible bitmap files very well (this may change with SDL 2.0.4, I'll revisit when I get my hands on it), but they do work well enough, I think. Since we use FNA for the platform stuff, it behaves identically to any other XNA port I've done, from the window management to the gamepad compatibility.

3: Steamworks requirement

I was right about it requiring Steamworks, but it does have an offline mode if you've got the libraries. I'm used to being able to omit those files in Steamworks# titles, but hey, if you've got the files, it works. Fine.

4: Middleware I don't have access to

I got the Bink libs. Duh.

Bink may very well be the first proprietary middleware I've ever used in my career where it actually worked consistently and reliably across all targets without a bunch of per-platform nonsense. In fact, the only problem I did find in the Bink work was on Supergiant's end; they weren't allocating memory for some planes that Bink wanted, and somehow that worked on Windows and PS4, but Linux/Mac caught it and an engineer at RAD was able to tell us what was up. It was a shocking contrast to the other middleware I had to fight...

5: Middleware that doesn't even exist yet

I updated FMOD Studio to 1.04.05 to get Linux compatibility. Just updating this one library took most of my time. I honestly don't want to talk about this one right now... maybe another time. There is still exactly one segfault in the audio engine that the new FMOD libs introduced for reasons science itself will never understand, and if you're unlucky enough you might even find it right at the end of the initial loading screen (it'll look something like a double free() 50 stack frames into FMOD Studio's update() call, even though there's no audio at this point). We only saw it once after I "fixed" the original problem, so it "should" be okay, but FMOD's a strange, confusing beast like that.


Middlewares aside, this port was about as straightforward as I anticipated, and you can expect it to be very accurate to the Windows version, with Light Bar support being a feature even Windows doesn't have.
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