So yeah, supporting the platform as a game developer right now is hard. It would be more accurate, I think, to say that Apple is in a transitional state, playing catch-up. Which should tell you everything that's going wrong over there at Apple Loop. Now with Apple being 90s Apple again, going internal non-standard APIs and designs, the macOS market just does not look kind.Įven Blizzard, the once champion of MacOS game support had been slowly pulling away. Warframes best chance at a port would have been 4 years ago, and even then the issue of converting the Evolution Engine over to OpenGL/Vulkan were a non-starter. So you are a developer who isn't already making full 3D games for iOS, macOS is looking more and more unstable as a platform to develop for. Gearing up to design and Fab their own desktop class CPUs. However that hasn't always been the case, and there are signs that Apple is going to move architectures again. Apple is currently on x86-64 like the rest of the PC Market, which makes it easier to make cross-platform code for. And here is no assurance that Apple won't ADHD off and drop Metal in 5 years, as they done with other similar "graphics" pushes. It's a lot of work for a very small ( 6 to 8% by browser stats, 3% on Steam) market. Shaders and GPU bound particle FX need to be written to it. But this means your game engine needs to be built to support Metal. Right now they are pushing their own custom API Metal/Metal2, and it's okay. They also have a really lax history of keeping their APIs current. Apple never has supported DirectX, never will. And that's before you get into all the WinTel fanboy pissing that is to come. As someone who has been and still is on both Win/Mac and who is a developer in Unity for both, there are some major hurdles porting from Windows to Mac.
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