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Swift is the last of concerns for games. Actually is no problem at all. No one is writing cross-platform games with Swift.
 
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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.

Also, people are not buying Macs for gaming. They may play games on their Macs, so a better base system is more important. Developing regular apps is much more attractive to developers than developing games. There's a larger audience. So getting things right and listen to pretty much the entire developer community complaining about certain things is an important step in the right direction. Part of this problem are annual OS updates for every platform. New features here, change stuff there and a bunch of new emojis is selling hardware while the core problems remain unfixed.
 
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.
 
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.
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 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.
 
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I found another site about steam games where Mac gamers can write reviews and share info about how well the games work on Apple Silicon:

 
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Uncrashed: FPV Drone Simulator got a "major update" yesterday and now works on all AS Macs and some Intel Macs.


Skärmavbild 2023-03-20 kl. 16.02.13.png
 
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What are you talking about?
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.
 
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.
 
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.
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).
 
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.
Well it’s up to the developers so they’re not matching prices for whatever reason (probably much fewer sales of their product)
 
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