could be true, I read that rule differently.
Whatever the case might be, I think the most important thing is that it is open source.
Somewhat unrelated, but have you tried VR development/consumption on Linux and if so, how was it?
I don't have the proper equipment to actually play your game, nor am I willing to use the OS your game is on, but I have to say I love that video of you playing the game and jamming to the beat!
hi thanks! It's enlightening to hear your comment regarding OS, will keep a note of that as a vr content developer.
Havent tried it but there's a (dev) Linux port for SteamVR, UE4 runs on Linux as well and most UE code as long as they are kept platform independent (which this game is) should "just run" in linux coz of UE4, so technically no hindrance or difference in development from what I live streamed except of course not using Visual Studio for the C++ coding part and yeah setting up a rig for it as not sure how good a VM would handle VR.
But very good point, will need to consider this for future projects ;)
Thanks, am not worried, I did get that part ;) game runs/playable on Linux but only packaged binaries for Windows as that's what I can reasonably test with my rigs. It's mostly C++ & Blueprint with no platform dependencies in the code.
it's easy enough to package for Linux in Unreal (literally a single tickbox in the packaging menu), it's opensource so feel free to package and test in Linux using the dev port of SteamVR as my vr plugin's code handles Vive compatibility as well :) or simply use the Linux version of UE4 to play test from Editor.