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AppGameKit Studio Chat / Linux support discontinued

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Zaxxan
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Posted: 24th Jun 2024 06:32 Edited at: 24th Jun 2024 15:23
I've just noticed a reply from Lee to a AppGameKit Studio review and it looks like updates for the Linux version have sadly come to an end.p

"We can confirm that there will be no further updates to the Linux version of AppGameKit Studio, and the last version is from 2023.07.17. We will continue to maintain the Windows, Mac, Android and Apple exports."

If Linux isn't updated it also means that the HTML5 export can't be updated either.
Scribble
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Posted: 25th Jun 2024 04:32 Edited at: 25th Jun 2024 04:33
I've never used AppGameKit on Linux before.
How do I install AppGameKit (Classic and Studio) and it's editor for Linux?
If I have Steam's version of AGKs, do I install them from Linux Steam or something?
Zaxxan
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Posted: 25th Jun 2024 05:28 Edited at: 25th Jun 2024 06:08
No idea about the Steam version but if you purchased the TGC version the Linux installers are available in your account.
Bogle
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Posted: 25th Jun 2024 07:21
How does ending Linux support impact HTML5? Also too bad about Linux, its the main way I use this.
Zaxxan
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Posted: 25th Jun 2024 12:28 Edited at: 25th Jun 2024 12:28
The HTML5 files are generated during the Linux build process and then shared with the Windows and Mac builds
Cybermind
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Posted: 1st Jul 2024 11:51
I'm using Linux servers, I make server console-only apps in C++, will this support also end?
13/0
GemGames
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Location: Edmonton, Alberta, Canada
Posted: 2nd Jul 2024 07:33
Does discontinued Linux support mean that the HTML5 export feature of AppGameKit Studio will "break" or otherwise be affected in future revisions of AppGameKit Studio? Do you anticipate that incompatibilities for HTML5 export will occur as a result of discontinued Linux support in future versions of AppGameKit Studio?
Zaxxan
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Posted: 2nd Jul 2024 15:11 Edited at: 2nd Jul 2024 15:15
Without the Linux build the way I understand it is that the HTML5 files won't be able to be updated so if any new commands are added they would not be available in the HTML5 export. I'm hoping Lee finds away around this. I don't this this will be an issue for quite sometime though.
GemGames
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Posted: 3rd Jul 2024 02:51
Quote: "Without the Linux build the way I understand it is that the HTML5 files won't be able to be updated so if any new commands are added they would not be available in the HTML5 export. I'm hoping Lee finds away around this. I don't this this will be an issue for quite sometime though."


Ok, that's good to know thanks. If I understand correctly, this would mean that as long as a program listing in a future version of AppGameKit Studio is limited to the current command set of AppGameKit Studio version 2023.07.17 then the HTML5 export feature will continue to successfully export from within the new version, based on the Linux compilation / export of the 2023.07.17 version.

Hopefully, as you mentioned, Lee could find a way around this for future AppGameKit Studio (tier 1) versions. But even if not, then that's good to know that the HTML5 export will (presumably) continue to function normally as long as the programmer does not use any newly introduced AppGameKit commands / functions beyond the existing AppGameKit Studio version of 2023.07.17.

It would be so exciting to see HTML5 export support extend to AppGameKit tier 2 (C++ language). I'm not sure what the technical limitations might be or if that would be a massive undertaking. I would love to see AppGameKit tier 2 compete with the likes of SDL, Raylib and Phaser regarding HTML5 export support. I am thinking there's got to be some way to do this, but of course I don't know what the internal mechanisms or designs are of AppGameKit tier 1 compared to AppGameKit tier 2, and whether or not they are largely compatible or easily translatable for HTML5.

Thanks for the informative update in your previous post. I plan to continue using AppGameKit Studio for HTML5 development, and I am cautiously hopeful and optimistic that a future workaround or solution will be developed for HTML5 export to accommodate future AppGameKit Studio commands or features.
Zigi
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Posted: 10th Jul 2024 21:49
I am surprised it was maintained this long. As far as I know, Linux and HTML5 was only an experiment done in free time by devs. It was basically a free contribution by members of the internal dev team.
GemGames
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Location: Edmonton, Alberta, Canada
Posted: 19th Sep 2024 23:51 Edited at: 2nd Oct 2024 19:24
Is there a such thing as AppGameKit tier 2 development for Linux? Or is Linux development limited to AppGameKit tier 1 only?

Is there a way to compile C++ (AGK tier 2) Linux Apps using a Linux-based IDE, which compiles the game App into native Linux machine-code executable Apps (which do not require the use of the AppGameKit Player and bytecode in order to execute on Linux)?

In the AppGameKit Studio User Manual there are tier 2 sections for Windows, MacOS, iOS and Android, but not for Linux. Since the time of that manual's writing (2018 or 2019 as I recall) things may have changed for tier 2 however, expanding to include Linux support.

Edit (October 2, 2024):
Apparently, there is tier 2 support for Linux also.
https://www.appgamekit.com/documentation-studio/guides/LinuxTier2.htm
IanW
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Posted: 5th Oct 2024 16:35
Does anyone know why the Linux version of AppGameKit studio was discontinued ? I was hoping to use Linux on my old laptop once Microsoft discontinue Windows 10 support (the laptop wont run 11). I've cloned the agk git repo to a linux VM and built most of it except the AgkIde project which has a number of link errors. I could change to tier 2 I suppose but would rather use the Ide and tier 1 as I have written a few things in tier 1 that I'd rather not rewrite in C++.
GemGames
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Posted: 5th Oct 2024 17:07
IanW wrote: "Does anyone know why the Linux version of AppGameKit studio was discontinued ?"


@IanW Hi, I don't know except my theory is that possibly it could have something to do with the AppGameKit player on Linux not being updated. I am still rather confused if tier 2 actually compiles into a native Linux executable App with native-executable functions, or if it is more like a Java virtual machine that executes bytecode (even in tier 2), or possibly implements some kind of JIT ("Just In Time") dynamic compilation during runtime execution like Java VM/RTE did, again using bytecode.

I am really hoping that it is viable to develop something in AppGameKit targeting Linux, even if additional future AppGameKit commands (i.e. beyond 2024) are not supported in Linux builds. Hopefully the majority of the AppGameKit functions will be able to be compiled for Linux (assuming my partial understanding of how Linux Apps are compiled by AppGameKit for Linux is correct). Maybe tier 1 on Linux compiles into bytecode, but tier 2 on Linux compiles into a self-contained executable that does not require bytecode? That's my current theory, but I don't rightfully actually know.

Zaxxan wrote: "Without the Linux build the way I understand it is that the HTML5 files won't be able to be updated so if any new commands are added they would not be available in the HTML5 export. I'm hoping Lee finds away around this. I don't this this will be an issue for quite sometime though."


https://forum.thegamecreators.com/thread/229652?page=1#msg2677642
IanW
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Posted: 8th Oct 2024 20:36
The problem appears to be due to the git repo missing files in the AgkIde/platform/linux/ folder. This folder just contains some source but is missing a lib folder with libAGKLinux.a. The corresponding windows folder contains a lib folder with AGKWindows64.lib. I have built libAGKLinux.a (and under windows AGKWindows64.lib) from the git source but these libraries are missing some functions that appear to be only used by the Ide. So it looks like there are 2 versions of the library - one (built from source) and one binary file in the git repo (but windows only).

@GemGames Hi, I've compiled the linux player and compiler. The compiler "compiles" my agk project into bytecode.byc and the player runs it ok in Linux.

So unless TGC add the missing linux lib to the git repo, I guess my options under Linux are either to move to tier 2 (and use the libAGKLinux.a file I can build) or use a text editor to edit my tier 1 source then manually compile and run it or buy a new laptop to run windows 11 :-(



EdzUp
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Posted: 10th Oct 2024 19:14
This is bad news seeing windows 10 does next year to all intents and purposes
-EdzUp
Patreon: https://www.patreon.com/EdzUp
GemGames
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Posted: 12th Oct 2024 02:02
IanW wrote: "@GemGames Hi, I've compiled the linux player and compiler. The compiler "compiles" my agk project into bytecode.byc and the player runs it ok in Linux.

So unless TGC add the missing linux lib to the git repo, I guess my options under Linux are either to move to tier 2 (and use the libAGKLinux.a file I can build) or use a text editor to edit my tier 1 source then manually compile and run it or buy a new laptop to run windows 11 :-("


That's interesting - I did some searching in the AppGameKit installed folders and all I could find for Linux specific files was under the folder "AGK2/Players/Linux". There are 2 files there: "LinuxPlayer32" and "LinuxPlayer64". I could not find any file named "libAGKLinux.a", so I guess it must only exist indirectly in the online repository as you had mentioned (that it was built from the files there, and not directly downloadable, nor included in the installed files from AGK).

I was searching for possible .cpp files, but couldn't find any Linux-designated ones. Under the folder "AGK2/Tier 2/platform" there are 2 subfolders named "android" and "windows" but no Linux-designated folder. On an additional search I found "AGKLibraryCommands.cpp", but as far as I can understand this file has something to do with linking or pointing AppGameKit commands to a Windows DLL file of some sort, as there is a line (line 2140) in that file that states the following:



That's what I was hoping to find in one of the folders, a Linux equivalent C++ library that would allow tier 2 compilation for native-Linux executables. But possibly "libAGKLinux.a" is exactly that (the otherwise missing Linux library, or the Linux version "DLL" of sorts, as it were).

I haven't tried yet to compile anything on Linux, but I am hoping that it can be a viable option with the "libAGKLinux.a" built file. For the time being, I am keeping busy composing some tier 1 reusable libraries under a Windows development environment, but I look forward to advancing from there to AppGameKit tier 2 including Linux tier 2, using Linux both as a tier 2 development environment and as a tier 2 target platform.

Thank you for the informing me about the "libAGKLinux.a" file that can be built from the repository which I have yet to visit in the Linux section. As you mentioned, hopefully in the future The Game Creators will decide to include the Linux binary file in the Github repository if it contains some additional functions that are required by the Linux-hosted IDE.

But even so, that is great news that the "libAGKLinux.a" file can be built under Linux, thereby enabling tier 2 development both under and for Linux!
IanW
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Posted: 30th Oct 2024 18:12
The Windows install of AppGameKit studio runs ok on Linux using Wine so I think I'll use that unless TGC update the git repo with the missing prebuilt Linux lib.

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