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CaptainRoberts[m | Is bzflag going to keep the mac as a platform if Apple transitions to ARM and removes openGL support from future macs? | 17:05 |
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blast007 | CaptainRoberts[m: besides switching our rendering code to work, a potentially limiting factor would be developers *with* an ARM-based Mac. | 17:38 |
blast007 | I have no interest in a mac newer than the 2014 mac mini I picked up | 17:38 |
CaptainRoberts[m | both are understandable problems. I do not see apple making any kind of openGL driver for new hardware. | 17:39 |
blast007 | There is moltenGL (OpenGL ES 2.0 to Metal), but that's not a free solution (neither $$$ nor freedom) - that's $400/year for up to tow developers/testers. Or there's moltenVK (Vulkan to Metal), which is open-source. | 17:42 |
CaptainRoberts[m | you guys want to rewrite the entire thing in vulkan just for that? | 17:42 |
CaptainRoberts[m | that will cut out the low end intel GPUs | 17:42 |
CaptainRoberts[m | and a lot of other stuff | 17:43 |
blast007 | right now the rough plan is to start moving to GL 2.0 and migrate stuff to shaders, then migrate to something like GL core profile 3.1 or 3.3. | 17:43 |
blast007 | then once we're on GLSL shaders, something like bgfx ( https://github.com/bkaradzic/bgfx ) could target a bunch of APIs, including Metal | 17:44 |
CaptainRoberts[m | any reason to not migrate to an engine that has a replaceable render back-end instead? like Uhro or something like that? | 17:45 |
blast007 | Uhro3D may be a possibility as well. I've briefly looked at that before. | 17:45 |
CaptainRoberts[m | it is very nice | 17:46 |
blast007 | Urho3d* | 17:46 |
CaptainRoberts[m | yeah | 17:47 |
CaptainRoberts[m | + | 17:50 |
CaptainRoberts[m | Apple sure doesn't seem to be making it easy to make open source games. | 17:52 |
blast007 | doesn't make them money :) | 18:04 |
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