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Forum » SpaceEngine » Feedback and Suggestions » Linux Support
Linux Support
UbuntuUserDate: Saturday, 17.09.2011, 16:55 | Message # 1
Observer
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when will be Linux suport?
 
SpaceEngineerDate: Sunday, 18.09.2011, 15:03 | Message # 2
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I don't know. I planned to make linux support a long time ago, but it's not done yet.

*





 
dasenDate: Monday, 02.04.2012, 00:29 | Message # 3
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Well, I for one would looooooove to try this since I use exclusively linux at home...And perhaps open-source it...? biggrin
 
SpaceEngineerDate: Monday, 02.04.2012, 01:08 | Message # 4
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Why do all linux users want to see source code? Is it an obsession with security? I am not a hacker and don't dream accessing your home folders. And I cannot share the SE source code, as long as I plan to make a commercial game with it.

*





 
BartKDate: Monday, 09.04.2012, 22:28 | Message # 5
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Quote (SpaceEngineer)
Why do all linux users want to see source code? Is it an obsession with security?


A couple of reasons:

One, it's kind of a philosophical thing. The usual analogy is that if you have a car, you want to be able to look under the hood. People like having the ability to tinker with things.

Two, there are a lot of different linux distributions, each of them with their own sets of library versions. Sometimes if you want to get something to run, it's easier just to compile it from source. :)

Quote (SpaceEngineer)
I am not a hacker and don't dream accessing your home folders. And I cannot share the SE source code, as long as I plan to make a commercial game with it.


I don't think anyone suspects you're a hacker. :)

That said, you have a fairly common misconception that I'd like to clear up. Open sourcing your software doesn't prevent you from using it in a commercial release, for several reasons:

One, you still own the code, so you can go whatever you want with it even if you open sourced it. This includes using it in a closed-source game. An example of this is Quake 1, 2, and 3, all of which are commercial games with the engine source available. (Note, however, that if you accept code contributions from other people and they don't assign the copyright over to you, then this doesn't apply to the contributions those people made.)

Secondly, there's a license called the LGPL that you can use if you want to accept contributions from other people. If you make the open source portion of your game into a library, then all you have to do is keep the library open souce and you can keep your game closed source. For example, the Qt widget toolkit itself is open source and available under the GPL, but powers a lot of closed-source programs.

I'd be happy to answer any questions if you'd like. :)

Bart K.
http://opengameart.org
 
SpaceEngineerDate: Monday, 09.04.2012, 22:50 | Message # 6
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Quote (BartK)
An example of this is Quake 1, 2, and 3, all of which are commercial games with the engine source available

Quake 3 graphics engine source code was released in 2005, after 6 years of selling of the game. But Quake 3 game enigne was released almost immediately, allowing everyone to make mods. SpaceEngine currently has only graphics engine.

Quote (BartK)
If you make the open source portion of your game into a library, then all you have to do is keep the library open souce and you can keep your game closed source.

So you allow for partially open-sourcing? I see no difference for "looking under the hood". You would look under the hood, but cannot look inside the engine.

*





 
BartKDate: Monday, 09.04.2012, 23:05 | Message # 7
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Quote
So you for allow partially open-sourcing? I see no difference for "looking under the hood". You would look under the hood, but cannot look inside the engine.


Honestly, I appreciate it whenever someone releases some good code into the open source world, whether it's part of it or all of it. smile

Point is, if you build a game on top of your code and keep the gameplay code closed, having the flying-through-space part of it be open source isn't going to affect your sales much since the flying-through-space part is already free to download.

Anyway, I don't want to come across as pressuring you to open your source code. It's awesome regardless. smile
 
EzprezoDate: Sunday, 13.05.2012, 17:29 | Message # 8
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I registered in support of a GNU/Linux version being available. I tried to use this under Wine, and spent some time trying to get it up, but failed.

If you need any help on making a version compatible for Wine, I can use my limited knowledge to assist you. As someone before said, releasing the source code could probably get this solved in a week, but I completely understand not wanting to release it. Regardless, I appreciate you making such an intriguing game, and could gladly donate if this worked natively on my operating system of choice.
 
proxaDate: Tuesday, 10.07.2012, 00:13 | Message # 9
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I signed up soley to support a Linux release.

No luck with wine here either.
 
DoctorOfSpaceDate: Tuesday, 10.07.2012, 09:22 | Message # 10
Galaxy Architect
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I support linux but in my opinion I think Space Engine is something special and shouldn't go open source for a while. I personally think space engineer should continue as is and eventually license the engine to developers when its ready.




Intel Core i7-5820K 4.2GHz 6-Core Processor
G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
EVGA GTX 980 Ti SC 6GB
 
DanielDate: Friday, 03.08.2012, 15:20 | Message # 11
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I recently discovered SpaceEngine, and was very excited to discover that it works well on Linux (Ubuntu 12.04) using Wine! I've got a pretty good laptop (Core i7, 16GB RAM, nVidia 570M w/ 3GB VRAM), and I think I'm getting good performance. However, I've never tried it under Windows, so I don't have anything to compare it to.

A few things I've noticed:

1 - Star Motion Blur doesn't work (not a big deal).
2 - Planet textures take a while to load. I'm using LOD 0, and when I land on a planet, it takes a 10-15 seconds for the landscape to fully load. As I fly around, my system slows to a crawl as it continues to generate new landscape. Is this typical performance? I've noticed in a lot of the videos I've seen, landscapes are either loaded much quicker, or they're all cached. What kinds of landscape generation times are you guys seeing with system specs similar to mine?
3 - 3D water looks distorted. It just flickers on and off.

Overall though, it looks great under Wine. If anyone needs advice for getting it working, I'll be glad to help as much as I can.



Getting SE to work with Wine

All,

I've had success getting SE 0.9.6.2 to work with Wine (v1.3.28) for Ubuntu 12.04. All features except for star motion blur seem to work fine.

System Specs:
Core i7
16GB RAM
nVidia GeForce 570M

I really didn't have to do anything special. I installed SE 0.9.6 and installed patch 0.9.6.2 according to the directions.

The only piece of advice I can offer is to use the nVidia drivers from the Ubuntu repository, and don't try to install the latest linux drivers from the nVidia website. Wine is very finicky about video driver installation when it comes to running Windows applications that require accelerated graphics. To install nVidia drivers:

Code

sudo add-apt-repository ppa:ubuntu-x-swat/x-updates

sudo apt-get update

sudo apt-get install nvidia-current


If you run into problems, please post the details here and I'll try to help.
 
anonymousgamerDate: Friday, 03.08.2012, 15:45 | Message # 12
World Builder
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United States
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Well, I can't comment on #1 and #3, but I can say that your performance on LOD 0 is pretty good. I get about the same performance. It's normally that slow.




Desktop: FX-8350 4.0 GHz, 8 GB DDR3 RAM, EVGA GeForce GTX 1080 FTW 8 GB, 2 TB HDD, 24 inch 1920x1080 screen
Laptop: Core i5 480M 2.66 GHz (turbo 2.93), 8 GB DDR3 RAM, AMD Radeon HD 6550m 1 GB, 640 GB HDD, 17.3 inch 1600x900 screen
 
DanielDate: Friday, 03.08.2012, 15:58 | Message # 13
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Thanks anonymousgamer. So I guess the fly-around videos on youtube are of cached landscapes.
 
HarbingerDawnDate: Friday, 03.08.2012, 16:03 | Message # 14
Cosmic Curator
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Quote (Daniel)
it works well on Linux (Ubuntu 12.04) using Wine!

Wow. You are the only person so far that has had success in getting SE to work with Wine. Everyone else has reported failure. Good job! It would greatly benefit other Linux users if they were able to replicate this feat.

Quote (Daniel)
it takes a 10-15 seconds for the landscape to fully load.

Totally normal, 15 seconds at LOD 0 is not bad at all. In many videos made for SpaceEngine, the frames are rendered from the program using the immediate loading mode, which means that the frame is not rendered until all loading is complete, giving the impression that loading times are non-existent.

Quote (Daniel)
3D water looks distorted. It just flickers on and off.

Also pretty normal. 3D water is still in an early stage of development, and is nothing more than a semi-transparent layer at this point with a solid color and specular reflection, no effects. If the flickering is occurring where the water meets the land, that's absolutely normal. There can be different amounts of flickering in different places at different altitudes. It's generally a good idea to just turn 3D water off.





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
DanielDate: Friday, 03.08.2012, 16:12 | Message # 15
Observer
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Thanks for the info HarbingerDawn.

I'll be happy to help troubleshoot problems for those who aren't having success with Wine.


Edited by Daniel - Friday, 03.08.2012, 16:20
 
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