Windows, macOS, and Linux: first-class citizens
Our commitment to games and apps for Windows, macOS, and Linux, including Wayland and X11, and the Core Engine foundation that makes it possible.
At Jojo’s Shenanigans, Windows, macOS, and Linux are first-class citizens. This is our commitment across all our games and applications: build with all three systems in mind from the start and keep up with the latest capabilities of each platform.
On Linux, that includes Wayland and X11. We want you to be able to choose your desktop environment and find our games and apps there, too.
One foundation for three systems#
Core Engine, our engine built on SDL, makes this work possible. It brings together the foundation we share across games and applications, from composing windows and UI components to programming the advanced 3D graphics effects we want to bring to our games.
A window, a button, and a game scene have different needs, but they can share the same GPU-accelerated rendering infrastructure. This lets us develop our application experience and our games’ visual capabilities within the same engine.
That foundation works with Direct3D 12 on Windows, Metal on macOS, and Vulkan on Linux. It also includes cross-platform shader compilation: the programs that tell the GPU how to draw our effects are prepared for different graphics targets, without rebuilding each effect from scratch for every operating system.
A commitment that grows with our products#
Giving these platforms equal importance means including them in our development decisions, our interfaces, and the evolution of our products. We are committed to keeping all our games and apps moving forward with the modern capabilities of Windows, macOS, and Linux.
Each release will have published operating system, architecture, and hardware requirements. Those requirements define where that version runs; our commitment to all three platforms guides what we build and how we keep improving it.
Jambor is already part of that journey. Find the available downloads and instructions in our installation guide.
Core Engine will get its own announcement#
This post introduces our platform commitment. Later, we will publish the official Core Engine announcement, with a closer look at its features and demos of what it can do.
We want to show this foundation in action, from windows and components to the graphics experiences in our games. We do not have a date for that announcement yet, but it will have its own place here on the blog.