OpenGTA2 runs on Linux


(Ignore the segfault – there were no maps, and there’s no check for that case yet)

It works on Linux without single code change (few misc fixes because some classes changed names). And I’m pretty happy that there’s no “#ifdef _WIN32 #else #endif” anywhere, except for single file that controls platform-specific extension functions.

That should be pretty much it. You also need some headers for windows version, but I’ll give link to all of them.

Today I partially implemented vertex buffer, which is a storage for vertexes and texture coordinates to be fed into GPU later (via Vertex Buffer Objects), plus a bunch more helpful things.

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