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Apple introduces macOS Mojave

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Re: Apple introduces macOS Mojave

#201
Microsoft Office, Panic, Bare Bones Software, etc. are moving (or moving back) to the Mac App Store.

I'm very curious why. Are there changes to Sandboxing? For all developers, or only select partners? Or changes to the revenue split?

Re: Apple introduces macOS Mojave

#202
post #118
post #104

Earlier quoted context omitted.

I'm curious about this – does it really matter? How important is it that the Operating System has OpenGL? Can't individual apps just static link to (and ship) their own versions of OpenGL?

OpenGL is just an API, the underlying features are provided by the graphic driver. You can't ship with your own OpenGL, that would mean shipping with your own amd/nvidia/intel driver (and the associated kernel module, etc). A reasonable alternative would be to implement OpenGL on top of Metal for compatibility but this is a lot of work.

What is gonna happen to games and apps which were using OpenGL since today then? They will stop working in the new macOS version?

edit, ups just read it: Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14. Games and graphics-intensive apps that use OpenGL should now adopt Metal. Similarly, apps that use OpenCL for computational tasks should now adopt Metal and Metal Performance Shaders. [0]

[0]https://developer.apple.com/macos/whats-new/

Re: Apple introduces macOS Mojave

#203
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…

And OpenCL too. This is terrible. I was thinking about adding GPU support to a numerical simulator I am working on, and I was planning to have nice cross-platform support with OpenCL. Whelp, that's no longer the case. My code is in C++, and I refuse to use proprietary, vendor-locked, Objective-C-only Metal. If people want GPU support, they'll just have to use Linux, which doesn't artificially constrain you with corpo…

The deprecation of OpenCL is especially crappy given how heavily Apple were pushing OpenCL back in 2014 or so with the Mac Pros.

Re: Apple introduces macOS Mojave

#204
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…

What's the consensus on Metal? How does it compare to OpenGL?

You can’t compare them directly, they’re very different categories of graphics APIs. Metal belongs to the category of “modern low-level graphics API” (which also includes Vulkan and Direct3D 12), while OpenGL is an older higher-level graphics API (which also includes Direct3D 11 and previous).

The low-level graphics APIs like Metal and Vulkan allow for much better performance, but they are much harder to use and require more work from the developer (hence, they’re usually used only by game engine makers). Higher-level graphics APIs like OpenGL are less efficient and have lower peak performance, but are easier to use for individual projects and have the benefit of having existing functional code (no need to rewrite a working project).

Also, OpenGL (and its mobile and web variants OpenGL ES and WebGL) are very portable (macOS, Linux, Windows, iOS, Android, both and native and in browsers), while Metal is macOS/iOS-only.

Re: Apple introduces macOS Mojave

#205
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…

What's the consensus on Metal? How does it compare to OpenGL?

To my understanding, the consensus is that it's, y'know, fine, but nothing particular to recommend it over Vulkan. The main problem people seem to have with it is that it feels unnecessary, like Apple being incompatible for the sake of being incompatible.

Re: Apple introduces macOS Mojave

#207
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…

Pretty ballsy, it didn't work well for Microsoft when they said "Use DirectX or die" I doubt it will work well for Apple. This is especially true for OpenCL (also deprecated) which nobody on big Linux server farms with GPUs is going to be using "Metal on Linux" for their code.

How exactly did it not work well? Windows is THE gaming platform for PC.

Re: Apple introduces macOS Mojave

#208
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.

OpenGL has just been deprecated. It hasn’t been removed.

Re: Apple introduces macOS Mojave

#209
post #175
post #136

Earlier quoted context omitted.

My guess is browsers will just implement WebGL on top of Metal and this will be transparent to web developers.

There's precedent: Chrome and Firefox both implement WebGL on Windows with ANGLE, which translates OpenGL to Direct3D. https://en.wikipedia.org/wiki/ANGLE_(software)

And it seems they are working on a more generic library : https://github.com/google/nxt-standalone

Re: Apple introduces macOS Mojave

#210

Earlier quoted context omitted.

And OpenCL too. This is terrible. I was thinking about adding GPU support to a numerical simulator I am working on, and I was planning to have nice cross-platform support with OpenCL. Whelp, that's no longer the case. My code is in C++, and I refuse to use proprietary, vendor-locked, Objective-C-only Metal. If people want GPU support, they'll just have to use Linux, which doesn't artificially constrain you with corpo…

This is just quibbling, but 1) you can write Metal code with Swift as well as Objective-C (and that's not even vendor-locked; I'm doing Swift in Linux right now), and 2) you can write C++ in Objective-C. I know this isn't what you're really complaining about, though.

> you can write C++ in Objective-C

You mean Objective-C++.

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