I wrote about why #DX12 support and the #GamePortingToolkit is the biggest thing to happen to gaming on the #Mac in more than 30 years for Inverse! I stad by this -- even if it remains a niche/developer centric tool, the community has already proved that this is a big deal. I hope to see this integrated with Steam for Apple silicon Macs in the fall. https://www.inverse.com/tech/mac-directx-12-game-porting-toolkit-pc-games
Apple added #DX12 support to macOS and Apple Silicon via its Game Porting Toolkit. It’s basically a 20k patch to Wine that will make it easy to play AAA Windows games on macOS without using a VM. https://github.com/apple/homebrew-apple
Apple added #DX12 support to macOS and Apple Silicon via its Game Porting Toolkit. It’s basically a 20k patch to Wine that will make it easy to play AAA Windows games on macOS without using a VM. https://github.com/apple/homebrew-apple
Apple added #DX12 support to macOS and Apple Silicon via its Game Porting Toolkit. It’s basically a 20k patch to Wine that will make it easy to play AAA Windows games on macOS without using a VM. https://github.com/apple/homebrew-apple
Are you a #gamedev ? Tired of #unity3d and #unrealengine ? Want a cross-platform engine that lets you use editors like #darkradiant , #trenchbroom and #Blender ? An engine that lets you convert #quake1 maps for use in a modern engine that supports #dx12 and #vulkan ? RBDoom 1.5 is out now! Do it for the cacodemon :freebsd_logo:
The thing I'm happiest about regarding #WebGPU is that #Apple actually got its way so instead of some dogshit ugly as sin API like #DX12 or #Vulkan we actually got a nice to use, friendly-looking-ish one based on #Metal and I couldn't be happier. No matter how much people hate to admit it, that's the one low level graphics API that lets a developer do something productive with it within the average life expectancy.