• Blake [he/him]@feddit.uk
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    1 year ago

    I’d have thought the pain point would have been the processor architecture (ARM64) rather than operating system - MacOS still supports AMD64 using a compatibility layer but it would probably be quite a drawback to game performance.

    • OfficialThunderbolt@beehaw.org
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      1 year ago

      Not really, unless the game code was written in X86-64 assembly language, does low-level VM allocation for some reason, or otherwise has special dependencies on Intel CPU-isms. With a few exceptions, C/C++/Objective-C code written for X86-64 can be easily recompiled for ARM64.

      The PowerPC to X86 transition was much rougher, because of the byte order change + PPC allowing integer division by zero while X86 disallowed it.

      • Blake [he/him]@feddit.uk
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        1 year ago

        What’s your experience here? I’m interested to hear about projects that you have done this for.

        The source engine has code that’s over 20 years old. A monolithic project like a game engine, which is statically and dynamically linked with god knows how many libraries they don’t even have code for, let alone permission, to compile in a different architecture, is not gonna be an easy thing to do.