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PC Game Development With Linux Support - Guide (Draft 2)

Following on from my previous post here discussing the idea of our subreddit writing as a community a guide on supporting Linux, and my first draft, this is the second draft I've typed up using the feedback everyone provided. I've tried to expand the content, add more information that was provided and fix silly errors.
I have done the best I can, but there are still many areas that could be expanded upon or developed further. For any section which needs more information, if I couldn't think of what else to add, I've placed a πŸ”¨ next to it. If you see a hammer, please recommend some content or changes to help me finish off this section.
I know the information isn't perfect (hence why I'm still calling it a draft) but hopefully we can improve this further and add some more polish. After that, once the content is more nailed down, the goal is to get this information somewhere where we can all easily edit it together. The current options being discussed are a Wiki, Github, GitLab or ReadTheDocs. Please vote on which one you prefer here.
----------------------------------

PC Game Development With Linux Support - Guide

This guide is for any game developer evaluating bringing their current or next PC game to Linux, who has concerns about the difficulty/practicality/financial return of doing so, or looking for guidance on the best practices to follow.
Information about the Linux platform, advice on how to reduce the amount of work involved, warnings for common potential pitfalls and advice on how to best market your title is provided within.
Contents
  1. Common Concern: High Volume Support Requests
  2. Common Concern: Low Sales
  3. Common Concern: Distros & Dependencies Nightmare
  4. Leverage Linux Loyalty to Market Your Game
  5. Recommended Middleware
  6. Recommended Development Setup
  7. Common Pitfalls
  8. Advantages Of Multiplatform Support
  9. Proton Compatibility
  10. (πŸ”¨ Anything else?)
  11. Further Help

Common Concern: High Volume Support Requests

"I've heard unpleasant stories from other developers about supporting Linux, such as disproportionally high volume of support requests."
This is mostly misinformation about Linux spread due to a claim that was made some time ago. A while back there was a tweet sent by a Technical VFX Artist working on a game, who claimed their game saw very few sales, but made up the majority of support tickets and crash rate, and provided stats for their claims. Their claims were refuted by others working on the same title, and the artist in question later retracted their statement. Despite this, the original claim is frequently quoted and linked to in many online discussions. (πŸ”¨ Need links to back this up)
That said, there is some truth in the claim. These claims went back to 2014, which was a vastly different era for Linux gaming in terms of driver support and Steam support compared to 2019. As anyone will tell you, 5 years in a long time in the world of technology and things have changed substantially since then. (πŸ”¨ Need links to back this up)
It is also true, that Linux is very different to Windows, and if applications are distributed the wrong way to Linux users by developers inexperienced with the platform, that there can be issues with missing libraries and poor desktop integration, however those issues can be easily avoided (and how will be described further on in this guide).
Overshadowing those two points is the biggest reason why there is some truth to the claim that you will receive disproportionately higher numbers of reports from Linux users: Linux users are more likely to report issues with software than non-Linux users. (πŸ”¨ Need links to back this up)
It is a fair observation to make that a Linux user is more likely to be both technically adept, and strongly supportive of open source software than a non-Linux user. Supporters of open source software (and Linux users in general) typically are use to having a very close relationship with developers compared to regular software users, often spending time visiting the Githubs of software they use, leaving detailed bug reports and attempt to reach out directly to a developer to offer helpful information to improve the quality of software. (πŸ”¨ Need links to back this up)
So it is likely you will receive more bug reports from Linux users than non-Linux users, and also likely than the quality of the bug reports you receive from Linux users will be of a higher quality than average, with more detailed information. This can be viewed as a positive, because often the detailed bug reports can be useful in identifying issues that affect users across all of your supported platforms. (πŸ”¨ Need links to back this up)

Common Concern: Low Sales Volume

"The number of Linux gamers is a tiny fraction of the overall market, so I won't receive a high enough number of sales to warrant bothering to release a native Linux port."
Ultimately the decision is for you the developer to make, to decide if it is or isn't worth the effort to create a native Linux release. No one will deny that the overall number of Linux gamers compared to Windows gamers, is significantly lower.
According to Valve's Steam Hardware Survey, at time of writing, there is an estimated 684,000 monthly active users who use Linux as their primary desktop OS on Steam. This number is calculated by taking the 0.76% userbase statistic from the June 2019 survey, and applying that % to the estimated 90 million 'monthly active users' that Valve reports to have.
Linux gamers exert incredibly strong brand loyalty to their platform, are very pro-sumer in their purchases, and always eager to throw money and support to developers who support their platform. Piracy is generally much lower on Linux due to the self-aware nature of most Linux gamers, who recognise the damage piracy would do to their already small market. (πŸ”¨ Need links to back this up)
If you do plan to release a native Linux game, be sure to take advantage of that brand loyalty!
By it's nature, the Linux gaming market also has much less competition and saturation than the Windows gaming market, due to the overall lower number of available games.
You may find your title will be especially popular if your game is of a genre that isn't commonly available on Linux. AAA games and multiplayer PvP games are often not available on Linux either natively or via Proton (due to their frequent use of AntiCheat technology that isn't compatible with Proton). If either of those descriptions fit your game, you should consider that your title would not be facing much competition on Linux.

Common Concern: Distros & Dependencies Nightmare

"Managing dependencies for Linux is a nightmare because there are many distributions and they each have different libraries."
The issue of how to manage the dependencies of your software on Linux is something that catches many developers off guard and can create headaches in supporting Linux. There are a number of ways you can deal with this challenge that greatly simplify the problem, reducing the complexity considerably down to the trivial matter of targeting a single runtime.
Managing Dependencies
Ethan Lee, a professional Linux porter, wrote an excellent write up with advice on managing the complexity of packaging games for Linux. It is well worth a read for advice from an experienced porter on how to best handle the task.
Take advantage of the Steam Runtime
Steam for Linux ships with its own set of libraries called the Steam Runtime. By default Steam launches all Steam Applications within the runtime environment. The Steam Runtime is based off Ubuntu 12.04. More information about this runtime can be obtained here. By targeting this runtime, you can ensure your application runs with a consist available set of libraries on all platforms. Any dependencies that you require that are not available in the Steam Runtime, you should package as .so files with your game.
Use AppImage or Flatpak
AppImage and Flatpak are container formats for distributing software on Linux and allow for packaging an entire runtime with them, so an application can bring with it all of it's own dependencies, to ensure the application works exactly as expected across all Linux distributions that support AppImage and Flatpak. Consider packaging your game into one of these formats
If you are not sure which format to go with, this author recommends AppImage for it's simplicity. (πŸ”¨ AppImage or Flatpak?)
Take advantage of existing game engines & middleware that strongly support Linux
This is less of an option if you already have a game developed, but if you are still in the planning stage for a game, you will find it much easier to support Linux by choosing technologies that are known to easily support multiply platforms including Linux, such as Unreal Engine, Unity, Godot, SDL, and so on. Read the related 'Recommended Middleware' section for further advice.
Target a specific Linux Distribution
If you are still worried about potential issues over library dependencies and compatibility issues of running your game across multiple Linux distros, or the burden of support, there's another alternative, simply state in the requirements for your game that you only officially support one Linux distribution. The current popular choice is the most popular Linux distribution on Steam, Ubuntu.
One of the best things about Linux is the freedom to use it how you like, to customise Linux and go nuts with modifying it, as many Linux users will tell you. But at the same time, those Linux users will not be terribly surprised or disappointed if they discover your game, that explicitly states it targets 'Ubuntu 16.04 & Up', doesn't work on their rooted ARM CPU powered smart-toaster running Raspbian.
As long as the minimum requirements are clearly stated, the community will happily accept this. Chances are, your game will run fine on all popular Linux distributions by targeting Ubuntu, and many Linux gamers will enjoy your game even if they don't use Ubuntu.
Unofficial Linux Builds
If you are still not confident about the stability or optimisation of the Linux version of your game, but are interested in providing it anyway, you do have the option of providing a Linux build as an unofficial build. On Steam for example, there is the option to provide a native Linux build of a game, that can be installed the same way as an official version, without indicating on the Steam store page that there is official native Linux support.
Many games already do this, such as:
  • Thomas Was Alone
  • Faerie Solitaire
  • Thea: The Awakening
  • SCP: Laboratory
  • The Swindle
  • Arma 3.
If you are honest with the Linux gaming community, and inform them that the Linux support is unofficial or 'experimental', they will understand and likely appreciate even unofficial support. Later on, if the Linux build is a success, and runs well, you can make the support official.

Leverage Linux Loyalty To Promote Your Game

The Linux gaming platform has a uniquely high level of platform loyalty compared to other platforms. As a game developer, you should absolutely take advantage of that 'Linux Loyalty' and leverage it to increase the sales of your game.
To best take advantage of that Linux Loyalty, you should make sure to let the Linux gaming community know about your game and it's Linux support to maximise sales.
Many Linux gaming focused websites, frequently advertise new release Linux games to their many visitors, and are a great form of promotion for your games. One such website is gamingonlinux.com, run by Liam Dawe (who can be contacted via the website or GamingOnLinux Discord Group).
(πŸ”¨ More websites?)
Consider requesting your social media campaigner create a post on linux_gaming when you release your game, to let the community know, for more great promotion of your title.
(πŸ”¨ Anywhere else?)

Recommended Middleware

SDL
Quoting the official website:
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
SDL is a library commonly used to simplify the work of creating cross platform games or game engines, and supports Windows, Mac OS X, Linux, iOS, and Android. SDL has been in development for a long time and is a highly effective solution for abstracting the details of how to perform common OS specific tasks. This is especially useful for porting a game to Linux with an existing codebase written from scratch.
For more information on how to use SDL, consult the SDL's official wiki.
Unreal Engine
Unreal Engine has the ability to compile to native Linux and the Unreal Engine Editor is available for Linux as well (however it must be compiled from source). Rocket League is a great example of a highly success game that supports Linux (as well as Mac and consoles) and was developed with Unreal Engine, that routinely puts out new content for all it's supported platforms.
Unity
Unity features Linux support and can compile native Linux games. Recommended versions of Unity to use are 2017.2 or 2019.x, and to avoid 2017.3 and 2018.3. If you are using either version it is recommended to upgrade to 2019.x to avoid a Vulkan crash on Linux.
In 2019, Unity announced they will be officially supporting Linux for their editor as well, due to increased demand.
Godot
Godot is an MIT licensed open source game engine that can be used for free without any licensing costs. The Godot engine and Godot Editor both support Linux, and Godot also offers a headless server version of Godot to run on Linux for multiplayer games. Godot is the perfect choice of engine for 2D games, with 3D support as well, and offers easy 1-click one export to Windows, Mac, Linux, Android and iOS, with commercial porting services available for supporting game consoles as well. If your game is developed in Godot, supporting Linux is a no-brainer.

Recommended Development Setup

Cross Platform from the Start
While it's possible to always port a game after it's made, that is certainly doing things the hard way. It's best to start crossplatform from the beginning and use cross-platform libraries and technologies. SDL, Vulkan, crossplatform game engines and middleware.
Compile for Linux as Soon As Possible
Test early, test often. Start compiling on Linux as soon as possible, for maximum benefit. If you compile cross-platform from the start, then each platform will tend to smoke out bugs and bad assumptions, and this will be a net benefit for all platforms.
Testing Machines
To reduce the need for dual booting, you can use GPU passthrough with Virtual Machines to perform all of your development on one OS, and test other OSes via a VM. Please note, this comes with the warning that GPU passthrough is not always reliable, can set off some anticheat software, and doesn't always replicate graphics driver behaviour. (πŸ”¨ Not sure about this whole paragraph)
Alternatively setting up a dual boot PC to run Windows and Linux is another option.
Linux Distributions To Test
You can cover almost 90% of your users by simply testing your game on Ubuntu and Arch.
GCC or Clang?
Both.
It's a good idea to use both during your development. Clang is recommended for releases, as it typically gives better overall performance, and Clang on Windows can compile for both Linux and Windows. (πŸ”¨ This information was given to me by someone else but I have nothing to verify it with! Sources?)
Docker for Linux Servers
(πŸ”¨ Need more info, not sure what to write about this.)

Common Pitfalls

Game Engines That Support Linux Still Require Testing
Game engines like Unreal Engine and Unity are incredibly helpful. These engines offer you help for exporting your game to Linux, taking care of the building and/or packaging process. This greatly reduces the effort needed to get your game running on Linux, however, it is still necessary to test your game running on a Linux development machine as you would do on Windows, as there sometimes can be Linux-specific problems.
Test Multiple GPUs
Much like on Windows, wildly different results for the same games can occur from difficult GPUs. As a minimum, it is recommended to test at least AMD + Mesa, NVIDIA and Intel + Mesa.
There is for example, strong circumstantial evidence that NVIDIA GPUs are far more fault tolerant of bad OpenGL code than other vendors.
64-bit
32-bit support is increasingly being phased out of the world of computing, and this is true on Linux as well. The number of 32-bit Linux installations is now so low that there is no benefit to choosing 32-bit over 64bit, and 32-bit builds are really unnecessary.
XDG Base Directory Specification
The XDG Base Directory Specification in simple terms describes where your software should place files on a user's Linux PC. Much like on Windows, application configuration data should be stored in the appropriate directories to avoid cluttering your user's /home directory.
Filepath Capitalisation
It's such a small detail that it's easy to overlook. Windows filepaths are not case sensitive. Linux filepaths are case sensitive. This can create relatively minor issues that can break games when porting them to Linux. The general advice is to pick a filepath capitalisation structure and stick to it, or simply use lowercase for everything.
Open File Formats for Audio/Video
For maximum flexibility to port your game to every platform, it is strongly advised to use open file formats for audio and video.
(πŸ”¨ Any other common pitfalls?)

Advantages Of Windows/Mac/Linux Support

Despite being seen as an additional burden, developing games for multiple platforms, including Linux, has many advantages.
Portable Code is Better Code
Different operating systems may react differently for the same code, if there is a bug or non-standard use of C/C++. Some errors may even be swallowed, but hit in another place later. Compiling and running your game on multiple compilers and OSes can help make the code more robust. A bug that appears rarely on one platform can be easily reproducible on another platform.
Not only can multiplatform support make your code more stable, but it can also improve performance, as Valve discovered themselves when they ported their first game to Linux, Left 4 Dead 2. During the process of porting their game and engine, what they learnt revealed issues with their Windows version of their engine as well.
Multiplatform development is generally only difficult if your code is tied very tightly to a specific platform. By ironing out the bugs of multiplatform support and developing a strong multiplatform workflow, you eliminate bugs and inefficiencies in supporting multiple platforms and create truly portable code. With portable code, it becomes easy to support additional platforms in the future, such as new game consoles or cloud streaming services (such as Google Stadia).
Increased Sales
It goes without saying. When the cross platform work is managed, multiplatform support means more sales for your game. Different games appeal to the Linux gaming market to varying degrees, for some games Linux support could be a large boost to your sales figures for minimal extra work.
Pro-Consumer Positive Image
Linux support is seen favourably as a positive thing by consumers, like a game promoting DRM-free as a feature. Linux support on Steam is also a great 'value added' benefit to your game even for your Windows customers, as the Linux version of your game will be included in their purchase.
Linux Servers for Multiplayer
Developing your game to compile natively for Linux has the advantage of making it easier to run your multiplayer servers on Linux. (πŸ”¨ Probably poorly worded)

Proton Compatibility

If after exploring all options you find that Linux support is still prohibitively difficult, time consuming, or expensive, there is always the option of making some attempt to remain compatible with Proton.
Proton is a Compatibility Tool created by Valve, that makes it possible for Linux gamers to play some Windows games on Linux with varying degrees of success. While this is an advantage particularly for games that release on Steam, it is not necessary for your game to be available on Steam to be played with Proton.
Generally speaking there is not much that you as a developer are required to do to take advantage of Proton. Proton compatibility when it occurs by accident, doesn't cost anything, and only expands the reach of your game to provide additional sales.
Statistically you are likely to find your game will already be compatible with Proton even without making an attempt to officially support it, as typically around 60% of Steam's games are compatible with Proton anyway.
Maintaining Proton compatibility is less a matter of taking specific steps, and more a list of technologies you should avoid to maintain compatibility with Proton, such as avoiding when possible:
  • Intrusive DRM
  • AntiCheat middleware
  • Windows Media Foundation
  • .Net Framework
For optional performance, it is recommended to make Vulkan your primary renderer (or at least an option in your game's graphics settings).
The official advice from Valve on this subject is:
"We recommend you target Vulkan natively in order to offer the best possible performance on all platforms, or at least offer it as an option if possible. It's also a good idea to avoid any invasive third-party DRM middleware, as they sometimes prevent compatibility features from working as intended."
The great advantage of Proton compatibility, is the expanded reach of your game to a slightly larger audience, without any additional burden of support. Small decisions during your game development on how to avoid losing compatibility with Proton early on, can help achieve 'Platinum' Proton compatibility, resulting in more sales.
The only catch, is that it is worth remembering the loyalty of many Linux gamers to their platform. Some Linux gamers will insist on only purchasing native Linux games for their platform, so called 'no tux, no bucks' policy. To achieve the highest number of sales possible and take full advantage of the Linux market, a native Linux title is still necessary.

Further Help

If you have any further questions or concerns not addressed in this guide, please reach out to the community. The following places are recommended for help:
submitted by grady_vuckovic to linux_gaming

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