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Game maker: Apple abandons OpenGL and we abandon Mac

via:威锋网     time:2018/6/6 13:07:13     readed:377

On WWDC, Apple announced that it will further promote its own Metal graphics technology, and will also abandon OpenCL and weaken OpenGL. This approach, which can further promote the development of Metal, has been slammed by game developers, who say the behavior of apple is not conducive to the development of cross platform games and may give up the Mac version of the game in the future.

After the WWDC keynote yesterday, Apple released the macOS 10.14 developer document that clearly indicated that the OpenGL and OpenCL graphical programming interfaces would be weakened, although macOS 10.14 still supports them, but Apple suggests that developers transfer applications and games to the Metal graphical interface. Obviously, although apple did not completely delete OpenGL in macOS this year, it was sooner or later.

Apple has always wanted to dry out OpenGL, so even if macOS supports OpenGL, its built-in version is still the OpenGL 3.3 released in 2010, not 4.6 released in 2017. So it made developers have to do it themselves, and API Vulkan released the iOS and macOS versions earlier this year to help developers develop games on macOS.

In fact, many large R & D companies have now launched Mac based games based on Metal, such as World of Warcraft, siege, witness and dust rally, and so on. But other developers don't think so, Vlambeer's designer Rami said: "the problems of Metal and DirectX are very similar, they are not cross platform, we have to add support to the image engine, and the unique graphical API of a platform is painful."

Alex Austin, the developer of the great heat game "Bridge Builder", is even more straightforward. He said he was focusing on the research and development of Windows games. Thanks to the existence of OpenGL, he was able to Transplant Games to Mac and Linux in a few hours, but in the future he might need to rewrite the way of the game shading. "I'm not going to spend any time on Metal because the market share of Mac is too low, it's not worth it, but I'm just doing the Mac version of it, and I just want to support my fans as much as possible."

Game developer Pittman also has the same idea: "it's not difficult to move the game to 64 places (macOS will not support 32 applications in the future), but it's not possible to go to Metal, and my three games don't make money on Mac."

Altenburger added: "the cost of maintaining the Metal environment is obviously higher than the potential of the Mac market, especially for some classic games, which is basically completely incompatible with the Mac, because no one is going to rebuild the game ten years ago for the Metal."

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