Haiku != Games ?

Forum thread started by skoe on Sat, 2005-03-26 08:57

I'm just pondering what Haiku's intentions are towards games. As you may or may not know a large majority of main stream end users will not (And Can not) switch from Microsoft Windows to another operating system due to the fact that their games aren't supported.

I'd really like to know what people are doing, and what projects are around that will accomodate this problem, and also what is being done about Wine, OpenGL, etc.

Thanks,
skoe

Comments

Re: Haiku != Games ?

skoe wrote:
I'm just pondering what Haiku's intentions are towards games. As you may or may not know a large majority of main stream end users will not (And Can not) switch from Microsoft Windows to another operating system due to the fact that their games aren't supported.

I'd really like to know what people are doing, and what projects are around that will accomodate this problem, and also what is being done about Wine, OpenGL, etc.

Thanks,
skoe

I believe the intention is to support Mesa's OpenGL 2.0 implementation and Rudolf is already experimenting with adding hardware-acceleration to the Mesa port in his nVidia driver.

If I understand Wine correctly, it is heavily tied to X - there was a BeWine project quite a while ago, but I don't think it made it very far. I highly doubt Wine will ever be a core part of Haiku, however - but maybe somebody will start up the port again when Haiku becomes usable.

For cross-platform software, I think there is more hope for Java and .NET implementations under Haiku... DirectX-based games may end up requiring something like Wine to run...

But then, I don't think Haiku is targeting people who use their computers to just play the latest-and-greates games... there's a long way to go before Haiku will have top-notch driver and graphics support good enough to play the latest 3d games anyway.

Haiku != Games ?

Thanks for the speedy reply.

I am a 17 year old student programmer, new to both Beos Programming and Nix Programming, but i'll take a look at the Wine source code. I might work on a port for Haiku then. Although, im not promising anything.

I really think Haiku will be the only real competition for Windows, and as such it will need the games, and it will need Microsoft Office etc.

Haiku != Games ?

There's pygame as well.

Haiku != Games ?

I think that you have greater chance to port DirectX than Wine (Wine will never have native speed)

http://www.v3x.net/directx/

v3x have been a great BeOS supporter. I think that part of the code was ported to BeOS.

But then again OpenGL are a better and more widely spread

//Fredrik

Haiku != Games ?

well if we can get SDL, OpenGL and OpenAL working ... I'll be very happy

Haiku != Games ?

My opinion on this is the following: I don't think we can get much of the big game companies to port directX games to Haiku...don't think the market will be big enough...yeah we can make it easier by porting directx as you described...that would also attract some of the smaller software companies...but still I think Haiku will not attract major commercial game companies(yet).

Therefore I think we should make it easier for open source game developers to add haiku to their list of supported platforms. Open source games will have the future anyway IMHO. Most of the people writing those games are enthousiasts and want to broaden their public. Also, as being open source, they might be more willing to explore Haiku and hopefully be enthousiastic about it... to make it more easy to develop oss games on Haiku I think we should port some of the great 3d game engines around(as soon as Rudolf's got some hw 3d running ;)), one of them I especially like is Ogre http://www.ogre3d.org

other iniatives are:
-Irrlicht http://irrlicht.sourceforge.net/
-Open scene graph http://www.openscenegraph.org/

once we get some of these engines running under BeOS/Haiku I think we are a more serious platform for (open source) games,

regards,

Tim

Haiku != Games ?

SigmaNunki wrote:
There's pygame as well.

Which doesn't count. As its an SDL wrapper. Thats like claiming SDL-PERL is a seperate game development enviroment....

We have SDL, and Haiku should have a better SDL as bugs in the OS can be fixed without the need for SDL to hack around them.

Haiku != Games ?

MYOB wrote:
SigmaNunki wrote:
There's pygame as well.

Which doesn't count. As its an SDL wrapper. Thats like claiming SDL-PERL is a seperate game development enviroment....

We have SDL, and Haiku should have a better SDL as bugs in the OS can be fixed without the need for SDL to hack around them.

I disagree. As more people start developing games in python using pygame and pyopengl, having it will be very important.

Not to mention the fact that porting an app written in python using pygame will be infinitly easier to port than an app written in C/C++ using the SDL.

EDIT: Also, this thread is about what people are doing to get games on Haiku. Not argue over whether a library is a wrapper of another or a completly different one.

Haiku != Games ?

The main reason I wanted SDL, OpenAL and OpenGL is because I've licensed a 3d gaming engine called Torque. This engine runs on Windows, Mac and Linux. Tribes 2 was written on the Torque engine and such recent games like Marble Blast Gold (which ships with Mac's) was written with Torque.

I'm working on something with a group of guys and if we could add another platform, the more the merrier I say.

For more information, check out
http://www.garagegames.com/ ...

(I'm taking about Torque 3d not the 2d they released recently)

Haiku != Games ?

ModeenF wrote:
I think that you have greater chance to port DirectX than Wine (Wine will never have native speed)

FUD... pure FUD :evil:

Wine is not nothing but an API layer and there is no problems with speed in regard to the x86-platform. Wine is not an emulator and rherefore does (generally) not suffer any speedloss compared with windows. It can actually be faster on occasion. :D

Wine is written for *nix'es and will require some rewriting to work on Haiku. But it's a reasonable idea in regard to games. For applications in general wine is not needed. There are opensource alternatives to most windows apps, and these alternatives are usually rather superior :D

Haiku != Games ?

Mr.Jones wrote:
ModeenF wrote:
I think that you have greater chance to port DirectX than Wine (Wine will never have native speed)

FUD... pure FUD :evil:

Wine is not nothing but an API layer and there is no problems with speed in regard to the x86-platform. Wine is not an emulator and rherefore does (generally) not suffer any speedloss compared with windows. It can actually be faster on occasion. :D

I would tend to agree here, Wine should have no performance problems - if there's anything slow about Wine on *nix, it's probably a result of X - but I wouldn't know firsthand.

The theory behind Wine is that it's a bug-for-bug replacement of all windows DLLs, etc -- and performance problems that Microsoft never fixed, could be fixed by the Wine folks... and then you could theoretically use the Wine version of a component to replace a Microsoft version of the same component. I'm not sure how this works in practice, however, as I haven't experimented with Wine myself.

Haiku != Games ?

Like Win4Be?

Haiku != Games ?

That's Cool.

Haiku != Games ?

Is anyone actually working on an OpenGL Kit?

Haiku != Games ?

skoe wrote:
Is anyone actually working on an OpenGL Kit?

Its done. Has been for ages. Software rendered OpenGL 1.5.

It also now has hardware rendering on some older nVidia cards.

Haiku != Games ?

Very cool then :).

Haiku != Games ?

What's the hardest part of making something like this possible? Is it getting the hardware vendors to support the graphics cards with drivers?

Thanks.

Haiku != Games ?

idelgado wrote:
What's the hardest part of making something like this possible? Is it getting the hardware vendors to support the graphics cards with drivers?

Thanks.

Drivers, or at the very worst, good spec books. No 3D, no decent game audio lib (OpenAL already somewhat works on BeOS, so thats that somewhat done...) == no chance of games

Having accelerated OpenGL, etc, does not guarantee games, though....

Haiku != Games ?

I don´t think that games are that important for haiku.
For example I´m looking for an OS to work with, I don´t play games.
Even MS starts to produce more game for X-box than PC, so games will use gameing consoles.

Sure they are

Games are important for Haiku, but not for everyone. It really depends on what you intend to use Haiku for. I personally don't play much in the way of games under BeOS because I spend most of my time doing work for school in StarOffice under Window$ or writing code in BeOS. However, my mother-in-law uses her 500Mhz box just for playing games and there are games I loaded on it that are free for BeOS that she loves, particularly Mahjongg. She's a typical computer-illiterate, so she doesn't want to spend money on something that she thinks she's going to break somehow, so things like Pelle's Patience are her only kind of option. Now gamers who are into the flavor of the month 3D-shooter are a different story, but I'm not even so sure that that will stay that way for all that long - Haiku, unlike Linux, is very commercial-friendly and also easy to develop games for (OpenGL, SDL, etc). The potential is there for Haiku/BeOS/Zeta to be a gaming platform. My $0.03. :)

Haiku != Games ?

For anyone that's interested in that kind of thing, there is a absolutely excellent GPL'd online multiplayer FPS called CodeRed Alien Arena 2006.

http://red.planetarena.org/

Currently it supports Linux and Win32 platforms. The reason I'm thinking in a BeOS context is that it's very quick even on modest hardware (isn't that what BeOS is about?). But it does require OpenGL support.

Haiku != Games ?

Quote:
What's the hardest part of making something like this possible? Is it getting the hardware vendors to support the graphics cards with drivers?

Would be cool if the proprietary linux nvidia/ati drivers could be somehow wrapped to work with haiku - maybe in wine style as it is nothing more than a linker - provide a fake layer between the driver kernel interface which reroutes the communication to Haiku subsystems and so on - that could provide full 3D. :lol:

As for anything else - arent there drivers out there which could be recycled? *looking around and seeing a lot of candidates*

Haiku != Games ?

no_dammagE wrote:
Quote:
What's the hardest part of making something like this possible? Is it getting the hardware vendors to support the graphics cards with drivers?

Would be cool if the proprietary linux nvidia/ati drivers could be somehow wrapped to work with haiku - maybe in wine style as it is nothing more than a linker - provide a fake layer between the driver kernel interface which reroutes the communication to Haiku subsystems and so on - that could provide full 3D. :lol:

As for anything else - arent there drivers out there which could be recycled? *looking around and seeing a lot of candidates*

Could you emulate windows drivers to work in haiku? I am saying windows because is supports lot of hardware (and I think this is one of the reasons is so popular). For example dll files trough wine...I don't know, better than nothing.....

Haiku != Games ?

fanton wrote:
no_dammagE wrote:
Quote:
What's the hardest part of making something like this possible? Is it getting the hardware vendors to support the graphics cards with drivers?

Would be cool if the proprietary linux nvidia/ati drivers could be somehow wrapped to work with haiku - maybe in wine style as it is nothing more than a linker - provide a fake layer between the driver kernel interface which reroutes the communication to Haiku subsystems and so on - that could provide full 3D. :lol:

As for anything else - arent there drivers out there which could be recycled? *looking around and seeing a lot of candidates*

Could you emulate windows drivers to work in haiku? I am saying windows because is supports lot of hardware (and I think this is one of the reasons is so popular). For example dll files trough wine...I don't know, better than nothing.....

Its possible but a: only works on x86, b: only on 32 bit with 32 bit drivers and only on 64 bit with 64 bit drivers and c: has never been shown to work with anything other than network and modem drivers. And d: not a hope in hell of being allowed distribute them with the core OS.

Haiku != Games ?

what about porting linux drivers? would that do any good. because linux supports more hardware nowadays...at least things like nvidia chipset, geforce (for gaming), and ac97 audio (90% of boards have that :D [exagerating])

Haiku != Games ?

nvidia drivers are closed source. Haiku's nvidia drivers are already better than the opensource ones on Linux. As goes "porting" them, they're for a totally different OS. You can use them to get info on the hardware, thats about it.

Haiku != Games ?

MYOB wrote:
not a hope in hell of being allowed distribute them with the core OS.

but windows drivers are free. they don't come with the os. you can download them and do whatever the hell you want with them. there is no place that says you should only use them in windows.

Haiku != Games ?

fanton wrote:
MYOB wrote:
not a hope in hell of being allowed distribute them with the core OS.

but windows drivers are free. they don't come with the os. you can download them and do whatever the hell you want with them. there is no place that says you should only use them in windows.

Doesn't help for the drivers you need to get a machine going and on line, which is disk, input, network, modem, etc, etc. Doesn't help when most of the drivers are packaged in .exe installers too.

Haiku != Games ?

I think game support is going to be one of the deal-breakers for many desktop users. This is a double-edged sword...

On one hand: the latest and greatest games won't run on Haiku because the latest and greatest are usually Windows-only.

But on the other hand: provided we get hardware acceleration working in OpenGL (and possibly have DirectX support), there are a load of open-sourced games out there that would run like greased lightning on Haiku. Once users realize that, hey, Haiku is *awesome* for gaming, our userbase will rise--along with popularity--and this, ladies and gentlemen, is what the game- and card-makers will notice.

It won't happen overnight. I doubt it will happen during the lifespan of R1, but I firmly believe that once the idea that Haiku is a great gaming OS catches on, it will become a top choice among both users and makers of games.

Haiku != Games ?

fanton wrote:
MYOB wrote:
not a hope in hell of being allowed distribute them with the core OS.

but windows drivers are free. they don't come with the os. you can download them and do whatever the hell you want with them. there is no place that says you should only use them in windows.

Maybe check some of the EULA's that come with those drivers before you assume there are no restrictions on them... I haven't personally checked, but I'm sure at least one manufacturer has language in there about what you can/can't do with their drivers... certainly I doubt many allow you to redistribute them in any way other than what they've provided.

A wrapper around windows drivers requires emulating things like the Windows registry (where many windows drivers store their settings) and all the necessary kernel calls and other DLL interfaces that the drivers may be calling in order to function properly... Projects like ReactOS are the closest to actually doing this with ALL drivers - mainly because ReactOS aims to be binary-compatible with Windows NT/2k/XP and therefore will provide everything that a Windows driver may need in order to function.

Haiku != Games ?

It is better to create native solutions anyay. Building an Haiku doesn't mean scotch-taping together a bunch of aging or substandard (windows) code and painting it yellow.

Haiku != Games ?

Hi boys. I am realist and programmer too, (in linux) and I say that´s first ports some little to Haiku. Etc. Allegro its BeOS compatible and its great for beginers programmers. its not very fast but there are AllegroGL enhacement and ... and big support .... after you can port a SDL or ClanLib (clanlib is full c++ with threads). In the oficial pages of SDL is write that is support BeOS, too.

Haiku != Games ?

SDL works (SCUMMVM can run) at the moment on Haiku. I'm sure there are some areas where it still has problems, but more testing is needed ( :oops: )
The only porting we'll need to do for SDL, might be after R1, when we move it from __BEOS__ to __HAIKU__ removing any hacks that had to be used, and making it more native ( I mean, we'd clone the beos port, and correct it ).
Things like joystick support might need to be worked on before R1, mind.

Thats the way I see it happening, feel free to correct me.

Haiku != Games ?

The more games available the better. Windows has many younger users mostly because of the games. Look at the World of Warcraft hype for instance. But many other 3D Games as well.

Provider Users with a huge variety of other games and they would start to leave Windows (they do moan a lot about the virus and rootkit problems, so its not so much they dont WANT to leave windows, its just they are lazy and need incentives)

I am not sure which way to go for visually appealing games in general on non windows side. I think its still quite some way/time to go. :(

I wonder if it has to do with 3D drivers being a problem in it, or if its a lack of manpower. (I am talking about 3D games on non-windows platforms here, I dont know many good ones. Even on a MAC you often find good commercial 3D games, and it doesnt have a big market share, only big company behind it.)

Haiku != Games ?

A quick Google search yields the following:

Quote:
N'Gai Croal, "Sims Family Values," Newsweek, November 25, 2002, pp. 48-9

"Last year $6.35 billion worth of video- and computer games were sold at retail. An additional $196 million came from subscription fees to online games, a number that is expected to grow to $1.4 billion over the next five years...for many people it's more fun to outwit, outplay and outlast a fellow human being than a computer....The Sims, which was released in 2000, is already the best-selling PC game ever...Electronic Arts has racked up worldwide sales of nearly 20 million for The Sims and its expansion packs...45 percent of the players are women, and more than a third are over 24...online games are succeeding not just as an outlet for competition but as a forum for social interaction...the most widely played online action game is the first-person shooter Counter-Strike...Every night, without fail, there are 100,000 or more people online playing Counter-Strike."

That was back in 2002. I live in Los Angeles, California; I can tell you without a doubt that the average netcafe runs windows -- not linux, beos, or BSD, but Windows. And do you know why? Games. The average netcafe in the united states does not just provide internet access, it provides the ability to play networked games for people who don't have the latest and greatest hardware. The people who have the latest and greatest hardware end up playing games! There is just no way around this. The consumer base for video games is huge, gargantuan, staggering even; if we deny that the fate of our beloved Haiku is invested (at least partially) in the decisions of 12-30 year old males who buy games, then we are dooming ourselves to failure.

I asked my friends. One doesn't play video games and says she's about ready to switch operating systems, but all of her siblings play World of Warcraft. Most of my male friends play Battlefield Vietnam, World of Warcraft, Final Fantasy XI, Counterstrike: Source, Grand Theft Auto 3: San Andreas. Many of the people I've met have plays one or two games on their PC, whether it be The Sims or Black and White.

This might be an informal sort of study (my friends and associates might be different from the rest of yours, and I've not made much mention of all the people I know who don't play games), but it does prove my point part way. I do not think it is safe to say: "games are not important to the survival of haiku".

Haiku != Games ?

I think I've solution for this.

Lets make game development easier and cheaper on haiku, and lets make that porting so impossible that for example. On windows you'd be totally unable to even port half of those features. Then lets boycot those who even tries to support windows for games! The direct attack is best when we mean it. If we would be able to pull it off to that level what it were when we lived C64 & amiga -time, then we'd be straight out winners.

Haiku != Games ?

Cheery wrote:
I think I've solution for this.

Lets make game development easier and cheaper on haiku, and lets make that porting so impossible that for example. On windows you'd be totally unable to even port half of those features. Then lets boycot those who even tries to support windows for games! The direct attack is best when we mean it. If we would be able to pull it off to that level what it were when we lived C64 & amiga -time, then we'd be straight out winners.

I didn't see the sarchasm tag...

Haiku != Games ?

umccullough wrote:
Cheery wrote:
I think I've solution for this.

Lets make game development easier and cheaper on haiku, and lets make that porting so impossible that for example. On windows you'd be totally unable to even port half of those features. Then lets boycot those who even tries to support windows for games! The direct attack is best when we mean it. If we would be able to pull it off to that level what it were when we lived C64 & amiga -time, then we'd be straight out winners.

I didn't see the sarchasm tag...

Not exactly sure what he is trying to say but I think it is something to the effect of "let's make Haiku only games." (ie games you can only play on Haiku and not worry about letting big game companies easily port their games to Haiku). And yes, I think he was trying to be serious about it! I don't know if I like the idea of not letting big game companies easily port their money makers to Haiku but I do like the idea of building a couple of excellent games for Haiku that you can NOT play on winblows or OS X! ;-)

Haiku != Games ?

Serpentor wrote:
umccullough wrote:
Cheery wrote:
I think I've solution for this.

Lets make game development easier and cheaper on haiku, and lets make that porting so impossible that for example. On windows you'd be totally unable to even port half of those features. Then lets boycot those who even tries to support windows for games! The direct attack is best when we mean it. If we would be able to pull it off to that level what it were when we lived C64 & amiga -time, then we'd be straight out winners.

I didn't see the sarchasm tag...

Not exactly sure what he is trying to say but I think it is something to the effect of "let's make Haiku only games." (ie games you can only play on Haiku and not worry about letting big game companies easily port their games to Haiku). And yes, I think he was trying to be serious about it! I don't know if I like the idea of not letting big game companies easily port their money makers to Haiku but I do like the idea of building a couple of excellent games for Haiku that you can NOT play on winblows or OS X! ;-)

Locking people from making cross-platform games for Haiku would very much put the final nail in the "Haiku == Games" coffin.

That would be a similar attitude as Microsoft's DirectX... which doesn't benefit the end-user, only Microsoft...

Besides, it would never happen - Haiku is open-source.

Haiku != Games ?

I think the key is to support selected opens source game projects.
This games should be the leaders in their sector of the PC gameing industry.
Support the best 3D engine.
The best RTS engine.
Assure that it are big projects with enough developers.
And then resease this games with a haiku distribution.

Haiku != Games ?

Vestifex wrote:
Support the best 3D engine.

Yeah, a port of the OGRE engine (http://www.ogre3d.org/) would be really nice and probably not very hard to do. It's licenced under LGPL. I think it's mostly a matter of compiling the required libs, among which I think zziplib and DevIL are the only ones I haven't seen on BeOS. For a start the SDL port already included in the engine can be used, and later on a Be API port could be done if needed. Quite a lot of projects are using this graphics engine, both commercial and open source. Have a look at the screenshots on the website..

Haiku != Games ?

umccullough wrote:
Serpentor wrote:
umccullough wrote:
I didn't see the sarchasm tag...

Not exactly sure what he is trying to say but I think it is something to the effect of "let's make Haiku only games." (ie games you can only play on Haiku and not worry about letting big game companies easily port their games to Haiku). And yes, I think he was trying to be serious about it! I don't know if I like the idea of not letting big game companies easily port their money makers to Haiku but I do like the idea of building a couple of excellent games for Haiku that you can NOT play on winblows or OS X! ;-)

Locking people from making cross-platform games for Haiku would very much put the final nail in the "Haiku == Games" coffin.
That would be a similar attitude as Microsoft's DirectX... which doesn't benefit the end-user, only Microsoft...

I tried keeping weight on the first sentence: lets make game development easier and cheaper.

Without considerable change in ability to support games, this really would be a wrong choice and wouldn't benefit anyone. The last sentence would come as side-feature, or not at all. I'm thinking about not caring whether ppl can port games from/to haiku.

So we shouldn't just port things. We should create much more advanced system than those which exists. One where one person could actually do vital game straight out of idea. This'd require considerable development on things like producing graphics, audio, the improvement of programming interfaces would be only small portion of making game development cheaper.

Haiku != Games ?

Open source projects are quite effective with regard to makeing development cheap.
What Haiku could do is create a link between open source projects and commercial interests.
The licence haiku uses is much more commercial friendly than that of linux or other open source OS.
So haiku could try to catch the image of the OS for both open source and commercial interests.
And in terms of marketing image is allmost everything.

Haiku != Games ?

Okay. Support for games, I think, is the epitomy of support. When you support hardware enough to run a game (one of the most intense operations any average user could undertake, unless you're the average unix-user who's into 3D modelling and has a renderfarm..), I'm sure you've covered many of the other bases. Shouldn't it be within the capacity of this project to make Haiku capable of taking on whatever sort of applications are out there? Games aren't the only multimedia application out there, but they are the ones that get the community excited.

I say that the project makes itself as well-rounded as possible: it should be forgiving for the *nix convert; it should be useful for the college student; it should be perfect for graphics work and video editing; it should be lightweight for the average user who complains about microsoft word slowing down too much; it should be easy to develop for, showered in great documentation; it should be filled with games -- but not just chintzy games like breakout/tetris clones written in SDL, but real games that the world has never seen before that run better on slower hardware.

It shouldn't be the case that Haiku == Games. It should be something that it can do without blinking an eye. :/

None of this can be done with code alone, even though code is 70% of the battle (or whatever majority-resembling statistic you want to stick in there). So many lovely projects get neglected. Seems like Unreal is the only series with releases in linux. People must be convinced. A campaign must be launched to make sure that Haiku is known to the people inside who need to do the other part of the coding. (;

Yeah. These are all big words from someone who hasn't contributed much so far, but perhaps I can contribute... big words. *snickers*

By the way, is there any way to make something binary compatable with Direct X -- and can you write your own implementation of the Direct X standard without being bound to some EULA from Microsoft?

Haiku != Games ?

apoth wrote:
...It shouldn't be the case that Haiku == Games. It should be something that it can do without blinking an eye. :/

I think generally, this is how it works anyway. Once you provide the stuff that games need (SDL and the like, OpenGL, Sound output, 2d/3d accelerated video, alternate input devices, network support, and ample processor time) the rest of the OS pretty much just gets out of the way. The largest problem is generally accelerated 3d right?

SDL and OpenGL of course are not the only APIs that game developers use - so providing the ability to wite/port other game engines is also critical.

I believe it is important to not force game developers into a specific API. While this may seem like a good idea - I think it stifles innovation in game development, and prevents game developers from finding that new edge against their competitors.

It is also NOT the job of the OS developers to write the game engines (unless they're building a console OS) - only to provide proper access to the hardware.

Quote:
By the way, is there any way to make something binary compatable with Direct X -- and can you write your own implementation of the Direct X standard without being bound to some EULA from Microsoft?

This is basically what Wine does... and a good port of wine (not one that relies on X11) would be a great addition to BeOS/Haiku for compatibility with Windows software and GAMES... but I think Wine has left a bad taste in some people's mouth due to it's Linux and X11 ties - preventing many from embracing it as a possibility.

I think Wine has plenty of potential, if you are able to toss out the "bad" parts and use the good parts. ReactOS for example, relies on much of the Wine code for their compatibility with Windows.

Haiku != Games ?

umccullough wrote:
I believe it is important to not force game developers into a specific API. While this may seem like a good idea - I think it stifles innovation in game development, and prevents game developers from finding that new edge against their competitors.

It is also NOT the job of the OS developers to write the game engines (unless they're building a console OS) - only to provide proper access to the hardware.

I completely agree. Perhaps where others succeed is in proving to the bigwigs in the market that we are worth investing some time (and ultimately, money) into. I feel like there's this elitism in the Linux community, as if there's some sort of rule against corporate cooperation. I think it's essential to cooperate with certain people to enact change while preserving the nature of your own project.

You're right, the developer must be given free reign in any given environment. All APIs should be supported.