Live data from Hacker News

Apple OS X El Capitan

apple.com

81–90 of 146 posts

Re: Apple OS X El Capitan

#81
post #36

Welp... it looks like OS X is about to discover tiling window management lite. ;)

I've been using slate for a while now. Highly recommended. https://github.com/jigish/slate

I love slate and have used it for years... it's no longer actively maintained and has a lot of performance bugs. I've started using other window managers like https://github.com/ianyh/Amethyst

Re: Apple OS X El Capitan

#82
post #63
post #42

Earlier quoted context omitted.

There are plenty of successful studios that have their own in-house engines. Naughty Dog, From Software, ex Kojima Productions... Besides, for simple games, using those engines are a huge overhead and an unnecessary cost. I understand what you're saying, but I don't like how you make it sound a simple, already-made-for-you decision, when reality is much more nuanced. Each case is a case, and no one should turn down t…

Engines bring their overhead, but they also bring expertise small studios most likely lack. It's easy to cripple your performance with a single error. This can also happen to you while using an engine but even more so when writing your own engine. Or put differently: Simple games probably have so sleek game logic code that the engine overhead can safely be ignored. I don't say custom engines are pointless, but for th…

Yes, I understand that, the expertise point is very pertinent indeed. I am not against using available engines at all.

My main point is still that this should be a decision that you make when starting a project, not one that has presumably been made for you. Team members expertise, project cost, for how long you'll be using the tech you're developing, etc. should all be taken into account.

A practical example: Imagine trying to optimize loading times when the whole resource system is a massive generic thing that has been made for you. Now imagine having to support a new platform. You could be in a bind simply because you're using third-party tech (especially if closed-source).

Re: Apple OS X El Capitan

#84
post #42
post #16

Earlier quoted context omitted.

As anyone in the industry knows, either you make a game engine or a game.

There are plenty of successful studios that have their own in-house engines. Naughty Dog, From Software, ex Kojima Productions... Besides, for simple games, using those engines are a huge overhead and an unnecessary cost. I understand what you're saying, but I don't like how you make it sound a simple, already-made-for-you decision, when reality is much more nuanced. Each case is a case, and no one should turn down t…

Simple games will be simple enough to be able to move without too much cost/time.

The big companies with their in-house engines will be able to pay someone to do the job.

Re: Apple OS X El Capitan

#85
Since no one already mentioned about it, here's an update to WebKit in Safari 9.0[1]. Just to pick a few:

* Force Touch Trackpad Mouse Events

* Content Blocking Safari Extensions (bytecode-compiled content blocklist for both iOS and OSX)

* SFSafariViewController for iOS (as an alternative to UIWebKit and WKWebKit)

* ECMAScript 6 support

* CSS properties are now unprefixed (including flexbox!)

I'm excited about the content blocking extension; it replaces the existing canLoad API that needs to be called on every request (which may result in some performance hit) with a JSON ruleset that will be bytecode-compiled and blocked by Safari itself. The better news is that an iOS app could also provide the JSON block list, so this works on Mobile Safari too.

[1]: https://developer.apple.com/library/prerelease/mac/releaseno...

Re: Apple OS X El Capitan

#86
post #72

Earlier quoted context omitted.

Same, I'm still on Mavericks, and Yosemite still feels like "bleeding edge" to me.

I have to support an elementary school full of Macs, and Yosemite has been my ongoing nightmare. (Well, that and the bad joke known as OS X Server.) I won't update during the year for obvious reasons, but I'm still trying to decide whether or not I'm going to have to fragment my environment again (after just getting it all together with 10.9, finally). The incentive from Apple is very strong to install 10.10, but it…

>The incentive from Apple is very strong to install 10.10

And what incentive is that? Unless you need to latest Xcode to develop iOS apps, I don't see a reason to use Yosemite. I, for one, am happy to have stayed on 10.9 and will stick with it until El Capitan proves to be an "upgrade".

Re: Apple OS X El Capitan

#87
post #74

Anyone know what Python version comes bundled with El Capitan? I assume it's still 2.7.x, but one can always dream they have moved to Python 3 :)

I'm guessing 2.7 but I think we'll need a few months until the preview is available to know for sure.

Few months? I'm downloading it right now.

Re: Apple OS X El Capitan

#88
post #15

Welp... it looks like OS X is about to discover tiling window management lite. ;)

On a serious note: if you need automatic window tiling in OS X, you should check out Amethyst [0] (available via homebrew cask). I mention this everywhere I can because I spent a lot of time searching for and testing various window management software for OS X myself, and Amethyst is only easy, fully functional alternative I've found that works out of the box. [0]: https://github.com/ianyh/Amethyst

What about BetterTouchTool? I don't like window tiling in general, so I only use it for the gestures, but from what I've seen the tiling features seem pretty complete.

Re: Apple OS X El Capitan

#89
post #80
post #69

Earlier quoted context omitted.

Valve is certainly interested in Vulkan, partly as a means to target Chinese Dota players running Windows XP. Even a second-place position on PC may amount to more than star status on OS X. (Though OTOH the relatively easy port could draw people looking for some extra income for their iOS game.) (In any case, is it yet certain that Apple won't support Vulkan on OS X? It wouldn't have been ready for El Capitan's launc…

Valve is an oversight, yeah -- I did mention them in another comment here. I don't really think of them as a game developer anymore, but I'm probably being unfair. If Apple supports Vulkan but with worse drivers than Metal, I'm not sure that's any better. OSX has roughly four times the penetration of Linux in the latest Steam hardware and software survey. I'm not sure it's worth it for most developers to deliberately…

I was talking more about Vulkan's second-place position on Windows than about Linux (Vulkan is likely to have some advantages on Windows, like being less tied to the Windows roadmap than DirectX, or indeed OpenGL), and if Apple provided bad Vulkan support I think they'd just be letting themselves in for bad Vulkan-based ports. But overall I don't think we're really disagreeing very much here.

(EDIT: see below.)

Re: Apple OS X El Capitan

#90

I didn't see a list of supported hardware. Anyone know if a mid-2009 Macbook will be supported? Also, I'm really hoping Apple supports ed25519 in ssh in 10.11... No reason why this is not available at this point.

In the same boat here, still running Mavericks on my MBP 17" from mid-2009.

Wonder how the performance is gonna be...

Post reply on HN