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> possibly even cause problems for Unreal on Mac?

I think this is unlikely. Mac gamers need Unreal more than games developed using Unreal need Mac users. Mac is an incredibly niche market for games - they're not going to rewrite their game using a different engine to run on Mac, and Apple knows that.

Of course, Apple could decide they don't give a shit about native Mac games, why don't you play our iOS games, but that just seems petty.



Apple is an incredibly spiteful company. They will happily cut off Unreal Engine to spite Epic even if it fucks over their users and developers. They did exactly the same to Nvidia and to Khronos group, and they will do it to Epic too.


Apple already terminated Epic's Mac developer account for Unreal, and refused to reinstate it until the judge forced them to with a restraining order earlier in the trial. So they've demonstrated willingness to retaliate in this way. And now that the trial is over I think they are not bound by the restraining order anymore.


> Apple could decide they don't give a shit about native Mac games

I think it's possible to make persuasive argument that this already took place around the time that they killed OpenGL support and/or refused to allow Vulkan support. Requiring a proprietary API that only works on a tiny subset of gaming devices* seems like they've already made their position on this topic very clear.

* I'm excluding mobile devices here since mobile games were called out as a different market in the parent comment.




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