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Apple introduces macOS Mojave

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291–300 of 665 posts

Re: Apple introduces macOS Mojave

#291
post #33

Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…

> DEPRECATING OpenGL Wow, does this mean Maya, Houdini, and basically every 3D package out there will no longer run on macOS? If so that seriously sucks for 3D pros.

No, because contrary to HN beliefs about 3D APIs, in the real world most business already added Metal backends to their rendering engines.

Re: Apple introduces macOS Mojave

#292
post #219
post #33

Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…

Good riddance. OpenGL has been an awful API for many years now. The drivers are way too complicated, and applications don’t have enough control to deliver smooth performance. All OpenGL does now is let you kind of mediocrily put things on the screen.

What do you think about them forcing you to use Swift or Objective-C for this? Forcing you to use languages that use ref counting and object oriented pointer tables that are traversed at runtime? How much of the gains does objc_msgSend eat up? I though you are against such things?

How ugly would the JAI code to need to be to interface with this?

I wish they had a simple Metal C API, but their new API comes with a bunch of Objective-C baggage.

Re: Apple introduces macOS Mojave

#293
post #256

Earlier quoted context omitted.

I would be a lot more okay with this if Apple supported Vulkan, the more portable comparable API, rather than just the macOS/iOS-only Metal. I also wonder what means for WebGL and its future. Right now, WebGL works in browsers on macOS, Linux, Windows, iOS, Android, which is incredible. There is no equivalent. Sure, Apple has started working on WebGPU, but that’s not yet ready nor is it guaranteed to gain Linux, Wind…

Agreed it would be nice if there were official Apple support, but FYI there's a project called MoltenVK that implements the Vulkan API on top of Metal: https://arstechnica.com/gadgets/2018/02/vulkan-is-coming-to-...

Apparently Valve shipped a DOTA 2 update a few days ago that is using it:

https://twitter.com/Plagman2/status/1002324195135520768

https://www.phoronix.com/scan.php?page=news_item&px=Dota-2-I...

So that's pretty promising!

Re: Apple introduces macOS Mojave

#294
post #170

Earlier quoted context omitted.

WWDC 2009: 13" MacBook Pro and iPhone 3GS announced WWDC 2010: iPhone 4 announced WWDC 2012: Retina MacBook Pro announced WWDC 2013: new Mac Pro, Time Capsule, AirPort Extreme, and MacBook Air announced WWDC 2017: iMac, MacBook and MacBook Pro, iMac Pro, 10.5" iPad Pro and HomePod announced

So in the last 9 years, 5 have had major hardware announcements? Hardly seems like a trend.

So, by definition, most of them? Seems like a trend.

Re: Apple introduces macOS Mojave

#295
post #227
post #219

Earlier quoted context omitted.

Good riddance. OpenGL has been an awful API for many years now. The drivers are way too complicated, and applications don’t have enough control to deliver smooth performance. All OpenGL does now is let you kind of mediocrily put things on the screen.

It would be a good riddance IF there was another universal API (Vulkan) and they would adopt it in substitution. The fact they want to force game developers to use instead Metal is... ridiculous, especially considering the extremely low macos marketshare, particularly outside US.

All game engines that matter already support Metal, plus writing platform specific APIs is something that professional game developers are used to do since Atari 2600.

Re: Apple introduces macOS Mojave

#298

I would love it if the dark mode setting were passed in browser headers to sites I visit so they could send a dark style sheet for their sites.

Something to supplant the Ambient Light Sensor API would be great. A boolean value there really goes a long way toward minimizing privacy concerns.

Re: Apple introduces macOS Mojave

#299
post #200
post #33

Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…

> Wow, they are DEPRECATING OpenGL from both macOS and iOS How does this effect Qt iOS applications?

It doesn't, because they are migrating to an universal 3D backend, away from a pure OpenGL one.

Re: Apple introduces macOS Mojave

#300
post #33

Wow, they are DEPRECATING OpenGL from both macOS and iOS: https://developer.apple.com/macos/whats-new/ This is in addition to last year's announcement that "macOS High Sierra is the last version of macOS to run 32bit apps without compromise " I wonder if we will soon see a new lineage of Macbooks fitted with Apple-specific arm64 chips. The most scary thought is if UIKit-on-macOS starts requiring Developer ID entitlem…

> DEPRECATING OpenGL Wow, does this mean Maya, Houdini, and basically every 3D package out there will no longer run on macOS? If so that seriously sucks for 3D pros.

When Metal was introduced for the Mac they had the Modo devs at WWDC and they ported their code to Metal in like a week or two. Not really the apocalypse.
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