You know, as a full-time Linux user, I think I rather have game developers continue to create Windows executables.
Unlike most software, games have a tendency to be released, then supported for one or two years, and then abandoned. But meanwhile, operating systems and libraries move on.
If you have a native Linux build of a game from 10 years ago, good luck trying to run it on your modern system. With Windows builds, using Wine or Proton, you actually have better chances running games from 10 or even 20 years ago.
Meanwhile, thanks to Valve’s efforts, Windows builds have incentive to target Vulkan, they’re getting tested on Linux. That’s what we should focus on IMO, because those things make games better supported on Linux. Which platform the binary is compiled for is an implementation detail… and Win32 is actually the more stable target.
I don’t understand why you’re getting downvoted. While I don’t share your conviction, I do admit it’s certainly a possibility.
The advantage of doing things that way is that code becomes much more portable. We may finally reach the goal of “write once, run anywhere”, because the AI may write all the platform specific code.
It does make a big assumption that the AI output is reliable enough though. At times people will want to tweak the output, so how are they gonna go about that? Maybe if the language is based on Markdown, you can inject snippets of code where necessary. But if you have to do that too often, such a language will lose its appeal.
There’s a lot of unknowns, but I see why it’s a tempting idea.