elijahg
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Prolific indie game porter won't develop for macOS anymore
auxio said:elijahg said:auxio said:@cloudguy It's clear you feel strongly about Apple moving to proprietary technologies like Metal, but I don't hear the same complaints about Microsoft and Direct3D. Sure you can use OpenGL on Windows, but no one does because it's not well supported. -
Prolific indie game porter won't develop for macOS anymore
auxio said:@cloudguy It's clear you feel strongly about Apple moving to proprietary technologies like Metal, but I don't hear the same complaints about Microsoft and Direct3D. Sure you can use OpenGL on Windows, but no one does because it's not well supported. -
Prolific indie game porter won't develop for macOS anymore
Fidonet127 said:elijahg said:For a long time this kind of thing has been worrying me. I have some of the games on that list, and I hope it's not the start of a trend for games and other apps.
There is a disproportionately large number of games and cross platform apps available for macOS considering its market share, which is great news for us Mac users. But Apple doesn't make it easy to be an indie coder on macOS. They're so out of touch with the indie devs, and how common it is for indie devs to write apps as a secondary income to their main jobs. Apple just assumes devs have unlimited resources to follow their whims to the Next Big Thing™ and an expectation that devs will always follow along, they unfortunately seem to take them for granted - but in a lot of cases it was these very devs that stuck with Apple though its dark ages.
To name a few recent anti-developer Apple policies:- Apple's regular deprecation of significant cross platform technologies (OpenGL)
- Their silence on deprecated technologies and APIs (little more than a warning that the "API is deprecated in <macOS version>")
- Announcement of something as the Next Big Thing (VR, external GPUs) and then silence on the subject, and eventual dropping of support.
- Onerous App Store rules with arbitrary application of those rules.
Also, and it's a big one - Apple's expectation that devs spend a disproportionate amount of time on Apple's proprietary APIs like Metal, for a platform whose marketshare is pretty tiny. With a lot of open source apps, engineering and games especially, OpenGL is key. Apple has always lagged far behind with OpenGL support, but a few macOS versions ago it was deprecated. OpenGL support makes supporting macOS little more than a tickbox. But the threat of OpenGL's removal resulting in a rewrite and subsequent maintenance of two graphics engine branches is simply untenable for most devs, so the result is macOS support is dropped. So ultimately Apple ends up harming Mac users, again. -
Prolific indie game porter won't develop for macOS anymore
For a long time this kind of thing has been worrying me. I have some of the games on that list, and I hope it's not the start of a trend for games and other apps.
There is a disproportionately large number of games and cross platform apps available for macOS considering its market share, which is great news for us Mac users. But Apple doesn't make it easy to be an indie coder on macOS. They're so out of touch with the indie devs, and how common it is for indie devs to write apps as a secondary income to their main jobs. Apple just assumes devs have unlimited resources to follow their whims to the Next Big Thing™ and an expectation that devs will always follow along, they unfortunately seem to take them for granted - but in a lot of cases it was these very devs that stuck with Apple though its dark ages.
To name a few recent anti-developer Apple policies:- Apple's regular deprecation of significant cross platform technologies (OpenGL)
- Their silence on deprecated technologies and APIs (little more than a warning that the "API is deprecated in <macOS version>")
- Announcement of something as the Next Big Thing (VR, external GPUs) and then silence on the subject, and eventual dropping of support.
- Onerous App Store rules with arbitrary application of those rules.
Also, and it's a big one - Apple's expectation that devs spend a disproportionate amount of time on Apple's proprietary APIs like Metal, for a platform whose marketshare is pretty tiny. With a lot of open source apps, engineering and games especially, OpenGL is key. Apple has always lagged far behind with OpenGL support, but a few macOS versions ago it was deprecated. OpenGL support makes supporting macOS little more than a tickbox. But the threat of OpenGL's removal resulting in a rewrite and subsequent maintenance of two graphics engine branches is simply untenable for most devs, so the result is macOS support is dropped. So ultimately Apple ends up harming Mac users, again. -
Apple threatened to pull Amphetamine macOS app over branding
I pass judgment of the name itself, but this exactly is what keeps catching the ire of regulators, and getting Apple into hot water. Something that has apparently been fine for years is suddenly not, either due to a reinterpretation of the existing rules which haven’t changed; or more likely someone in a higher position at Apple has noticed the name and doesn’t like it. It’s not fair.At least the dev can continue to offer their app outside the App Store. I don’t know anyone who actually uses the Mac App Store anyway, I never do as I can’t stand the babying the sandboxing enforces.