beware your nemesis
Blizzard spoke with us recently about what separates the Diablo III: Reaper of Souls Ultimate Evil Edition experience over the PC and spoke about platform differences. Click here!
inquiring minds
We chat with friend of the site Cameron Lee about Dragon Age Inquisition's endgame content, theorycrafting, tactical play and much more. Click here for our interview!
welcome to you're doom
AusGamers got a 15-minute live sneak-peek at the totally reimagined Doom at this year's QuakeCon. Read our in-depth first-look impressions right here!
highway to the danger zone
We caught up with The Witcher 3: Wild Hunt's game director, Konrad Tomaszkiewicz, to talk all things Witcher, monsters and open-world! Click here!
Post by Dan @ 03:30pm 12/03/14 | 0 Comments
Embracing the free trade of information popular among the Linux community it now finds itself in with SteamOS, Valve Software has posted the sourcecode of its ToGL abstraction layer to Github, under an open license that essentially permits the Linux community to do whatever the hell the want with it (thanks GamingOnLinux).

The purpose of ToGL is to facilitate porting a game that has been designed for Windows (or Xbox) using the DirectX API over to OpenGL so it can run on the Valve's new Linux-based SteamOS or other Linux distributions.

Provided as is and unsupported, Valve notes that the published code "most likely won't build by itself" and that some sections are currently hardcoded for Source Engine games. Even for developers that do get it working, it doesn't seem likely that it would provide much better performance than just running WINE in its current state, but the idea behind releasing it half-baked is probably to encourage the greater game development community to contribute and improve on to epxand the options for games on Linux in general.












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