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    There’s a really key thing here:

    We’re not exclusively Linux developers, and working within the Godot system doesn’t come at the expense of other platforms. So for us, because we use Godot for a lot of our products, adapting from Windows to Linux is quite literally like flipping a switch, changing a few parameters here and there; but I would say it’s less than a half-hour’s work to be able to support Linux consumers out there

    Or, you put it another way, it is far easier to write portable software than to port software. If you start with a solid set of platform abstractions then it’s easy to bring up a new target. If you write a Windows game or a Linux game and then try to port it to Linux / Windows / iOS / whatever, you’re going to have a lot more problems than if you write a portable game.

    This seems to be something that a lot of the open source world has forgotten and most proprietary software companies failed to ever learn. The number of new codebases I’ve seen that do portability with #ifdef __APPLE__ and #ifdef __linux__ is staggering. They’re then resistant to accepting patches to add support for other platforms because it adds to a tangle of already-unmaintainable code.