Earlier quoted context omitted.
>Supporting a different 3D API is really not the complicated or time consuming part of porting a game to another platform, especially when the target API is Metal. If you have a graphics programmer on hand, no. The vast majority of indie devs are powerless in that domain, though. I don't see many attempts out there to make it easier for them either. Maintenance is always the time consuming part, be it simple or compl…
If you have somebody on the team who was able to write a Vulkan rendering engine, then that same person can also easily pop out a Metal port ... just be careful, that person probably never wants to touch Vulkan again afterwards ;) Otherwise I would expect that the game either uses a library which abstracts away the differences between the system 3D APIs (shameless plug: https://github.com/floooh/sokol , but also BGFX…
Which is why I ask; which should we prefer, a native port that Apple will depreciate for some reason or a community-supported translation layer that's based on a reasonable cross-platform standard?
I owned an iPhone, I know that the apps you pay for all eventually break, and instead of fixing it Apple will only tell you to complain to the developer. Compare that to Steam, where I can still play Far Cry 2 and Fallout: New Vegas in perfect emulation, likely for the foreseeable future.