Article taken from GamingOnLinux.com.

Well here are a few questions that Petr Sebor of SCS Software answered about Linux and Euro Truck Simulator 2 a game that will be coming to Linux soon via Steam, hope you enjoy it!My name is Petr Sebor and I am a co-founder and co-owner of SCS Software,a Czech Republic based company, which officially went on the path of gameand tech development in 1997. We have founded the company together with mybrother Pavel and Martin Cesky with the primary vision to serve as a technologysupplier and contractor with distant dream that we may, in the future, becomefully independent and start creating our own games.Probably the fun in doing so. We have been playing with Linux almost fromthe beginning and having the code cross-compiled on the GCC/DJGPP stack even whenthere were no graphical results from that. We had the DOS/Windows graphical client,but the resource conversion pipeline was multi platform even at that timeas we had our map crunching tool available on Linux and even Sun/Sparc(since we were in need of spare cycles to crunch on the 3D assets andwe had access to such hardware).I can't say there were any remarkable to point out. Sure, every platform hasits specifics, but it is typically nothing major. If there is anything,it is the absence of comfortable debugger in Linux distros.But in the end, I am very glad even for the allmighty debugger, GDB,which simply makes the job done, at a cost.We are crowd sourcing the game localization and many people have voluntarilycontributed translations into many languages you don't find very often ingames - Turkish, Ukrainian, Catalan... Having Silesian translation is anothertestament of the power of fan community support, though in this particularcase it is also an idea supported by our Polish distributor as they have roots in Silesia.If we did not have to pay taxes, feed the families and pay the employees, I wouldn't have problemto develop the game, say, on GIThub. But since this is our primary and only source ofthe income, we're not that open to the idea of releasing the entire codebase into thewild. However, we are looking into releasing our resource formatspecifications, this might make the life of the modding community easier.For me, the Open Source software tools are the ones I am using every day and haveto confess that my life would be a lot more painful without those. So I amactually very thankful for the armies of all those nice people who are behind theOpen Source movement.Having our games running on Linux was a fun project for me until now and I would doit even if I should be the only one playing them. I have no doubt that in the futurethe fun in Linux development will still be there for me, but it would be nice so seethe userbase of Linux gamers playing our games grow into much bigger figures.The Big Picture, as an alternative to console gaming, is really interesting andwe are looking in that direction with all platforms we're developing on,at least with ETS2. It is a question however if we're going to fit the Steam Box,since ETS2 is quite resource hungry, but we're open to the opportunityif it is going to be the right match.Actually, every single game we have ever created in the past was developedon Linux in parallel, so there is nothing much to "port". In principle it is mostly a problemof polishing the rough edges.The effort was never a waste of time, as it has actually saved us a fair portion of time.Developing on several systems and compiler environments in parallel typically helps touncover hidden issues that normally do not immediately show on the other platform.Exploiting the code to MSVC, GCC and Clang/LLVM compilers have helped us to producenice, portable and conformant code and using tools like Valgrind and similar ones onWindows have helped a ton with memory overruns and using bits of uninitialized memory.We're not bitter about such comments, not everybody can appreciate what is going onbehind the scenes. We just hope the Linux version will findits fans as well now and the work will be justified in the eys the players.Definitely not on massive scale at the moment. We have even turned down severalrequests recently, because we really do not have the resources to provide supportto our codebase to third parties.The editor is unfortunatelly bound to the Windows API at the moment, but I cannot sayit is not going to happen in the future. This probably depends on the amount ofinterest in the Linux modding community. The more people will demand the support,the sooner we're going to more forward.It is extremely hard to get the right people from the truck companies to listen,but when you finally reach the right contacts, it goes quite smoothly fromthat point onwards. The first contact is usually the hardest nut to crack.We had been using OpenGL up until recently as a primary and only renderer on allplatforms, so from that standpoint, we have actually ported the game to DirectX and not vice versa.We have decided to use the DirectX renderer as default one on Windowsonly thanks to widespread availability and slighly more stable and testeddrivers to somehow ease down the burden on our tech support, but we're stillkeeping both renderers on par, so there is actually not going to be any differencein visuals on any of the supported platforms, be it Linux, Mac or Windows.They are hoping to release a BETA version in the next few weeks they said on twitter Thank you Petr for the great answers, really interesting, can't wait to see your games on Linux!