

Heh, I agree with everything you said, but I’m afraid such a framework is impossible to create, let alone implement. It’s impossible to foresee the infinite possibilities for people to screw themselves through bad decisions, so all you’d create is a lot of bureaucracy to still end up in the same place.
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.