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Joined 1 year ago
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Cake day: June 9th, 2023

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  • With Minecraft, the Java edition was & still is available on many different platforms, but the later Minecraft games that were made after the Microsoft takeover have, for the most part, only come out for Microsoft platforms. Minecraft Dungeons, for instance, never came out on GNU or macOS.

    The Bedrock edition was ported to PlayStation, but for how much longer will it be available, I wonder…



  • Because, to the majority of console gamers in the Americas and Europe, Call of Duty, FIFA, GTA, and Madden are the Only Games That Actually Matter™. There are a few million people that buy PlayStations just to play 1-2 of those games to the exclusion of everything else.

    Now that they’ve taken out one of the four major reasons why people outside of Asia buy PlayStations, they can extinguish PlayStation & assert a monopoly on console gaming. It’s sickening.

    And somehow, I don’t think that Sony resurrecting the Resistance series & making it into an annual release that always launches during the holiday season will make much of a difference.









  • The GPUs aren’t really a problem; the M2 Pro/Max/Ultra chips are much more powerful than Intel’s integrated GPUs, are very competitive with other mobile GPUs, and are competitive with all but the high end of desktop GPUs. The main thing holding them back is they consume less electricity, which is important in a laptop, but is not necessarily important in a desktop PC.

    The problem is, game developers tend to pick the platforms that will make them the most money, and Microsoft has held an uncontested monopoly on the PC OS market for more than thirty years now. They have held onto their monopoly for so long because they have the high ground on GPUs (Apple has a grudge against Nvidia that probably won’t go away until Tim Cook retires), and they also hold a number of popular games that are exclusive to Windows (Call of Duty, FIFA, Madden, Final Fantasy, Counter-Strike, Fortnite, Diablo, Far Cry) whereas Apple’s highest profile exclusive macOS game at the moment is Hello Kitty.

    It seems like each time Apple makes gains in the PC market (iPod/iPhone halo effect, keeping controversial UI changes to a minimum), Microsoft gains one and a half times that.


  • I’ve brought various apps, bundles, and frameworks from PowerPC to Intel to 64-bit to ARM ever since macOS 10.0 first launched. Usually the most difficult parts were:

    1. During the PPC to Intel transition, converting code that expected all data to be big-endian over to handling little-endian data, and catching integer division by zero before sending such operations to the CPU
    2. During the 64-bit transition, switching from all the APIs Apple removed over to newer APIs, if not already done, and converting all code that expected integers and pointers to be 32-bit over to 64-bit
    3. During the ARM transition, converting code that abused variadic functions to code that used them properly, and converting all code that expected long doubles to be 128-bit over to 64-bit (I know some developers were burned by the VM page size change, but that didn’t affect anything I did)

    But yeah, usually the most difficult part of the transition is managing the dependencies. Whenever Apple transitions CPU architectures, if your app depends on a closed-source third-party library or kernel extension made by developers that went out of business years ago, you’re more or less screwed unless you can find or build a replacement.