Swift is the last of concerns for games. Actually is no problem at all. No one is writing cross-platform games with Swift.
Plenty of people write mobile games in Swift. It just shows the state of Apple's eco system. Some stuff is buggy and has not been fixed in years. Also, think a little deeper. Where do the tools come from that developers need on macOS? Let's say Unity... Mono, IL2CPP, etc. It's not like the tools are only "broken" using Swift. Working in Unity, there's plenty of stuff broken on macOS, stuff that's not been fixed in years and always require workarounds. Try a Unity HDRP project and look at how shadow casting for directional lights works. This stuff needs to be fixed. Using any tool, Unity, Unreal, or whatever it is, I'd expect these tools to work the same on all platforms.Swift is the last of concerns for games. Actually is no problem at all. No one is writing cross-platform games with Swift.
I would think that any commercial Swift development effort on non-Apple platform would be slim to none, as there wouldn't be any commercial support for it. There no one the developer can turn to if they hit issues using the Swift framework on Windows for example.I was talking about cross-platform games, do you know any Swift game running on Windows and Android?
Of course Apple should improve it, but they can't fix every third-party apps. Mono not being optimal is not really Apple fault.
Interesting, requires a controller, but doesn't support VR.Uncrashed: FPV Drone Simulator got a "major update" yesterday and now works on all AS Macs and some Intel Macs.
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MacOs & New map :: Uncrashed : FPV Drone Simulator Events & Announcements
MacOs support for intel & M1 // Stadium map View full event information here: https://steamcommunity.com/ogg/1682970/announcements/detail/3685672640042071146steamcommunity.com
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Its been out on Steam longer but that being said Apple's App Stores prices never drop.I wonder if Capcom is getting good sales on macOS for them to not drop the price the same time they have done so on Steam.
What are you talking about?Its been out on Steam longer but that being said Apple's App Stores prices never drop.
I am talking about the fact that games and apps are often overpriced compared to Steam or buying standalone from the developer.What are you talking about?
You have to admit Steam does make it easier to find games that are on sale though (it is way more obvious they are as well).But that's completely up to the game developer/distributor. Nothing prevents them from dropping prices on the App Store. Steam has even got the same 30% fee as the Apple App Store, selling on Steam is not cheaper.
Well it’s up to the developers so they’re not matching prices for whatever reason (probably much fewer sales of their product)I am talking about the fact that games and apps are often overpriced compared to Steam or buying standalone from the developer.
This is why Resident Evil 8 is cheaper on Steam and even goes on sale unlike the App Store version. On Steam even high sellers go on sale.
Wait, I thought Apple fixed the Nanite issue with Metal 3?Unreal Engine 5.2 has now native support for Apple Silicon. "Nanite and Hardware Ray Tracing are not currently available on macOS due to hardware and API limitations."
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I thought they did with Metal 3?As an aside, it is a shame Apple refuses to allow the Mac Pro folks with AMD 6000-series GPU's to use the HW RT they have.
@leman Does Metal 3 support 6000-series hardware RT acceleration? I didn't think it did.I thought they did with Metal 3?
Wait, I thought Apple fixed the Nanite issue with Metal 3?