And final expansion pack for The Sims, and was released on October 28, 2003.It is pretty obvious that Apple is gonna use icc, not gcc.“As usual, Don’t Say You Weren’t Warned. The installation discs in all packaged editions of The Sims 4 are not Mac compatible, but players who buy a packaged PC-only version can still redeem the code in the box to access the Mac version through Origin.The Sims House Party Expansion Pack ( Mac ) by Aspyr T Games, Sims Games. The Sims 4 for Mac is a digital-only release.If your game sucks, it sucks period. It’s going to totally kill the Mac game porting industry and probably have serious implications on original content developers like me.”More BS. Many of you are just afraid of competence, due to the fact with PPC it was possible to a small company to release crappy games and sell them well.“Once Windows runs natively on a Mac there won’t be any reason for publishers to make Mac-specific versions of their warez anymore. You’re an ignorant fool, Sir.“Not that I won’t have a job or that Mac games will disappear, but nervous that there are too many unknowns to really know where this transition will take us.”OK, this is the real point. If you are playing Sims 2 under some wine-like emulator on OS X Intel, will EA answer you call/email if you have problems? Or will they say its not a supported config?”This is exactly what happened with The Sims and WINE.
![]() Is Aspyr Going To Release All The Sims Games Code In TheThe fact is, to run a Windows game, you still need to have copy of Windows. The rest of the time is spent converting DX and Windows OS calls to OpenGL and Mac OS.”Crap, if you use things like SDL (free) or RenderWare (commercial), this is not a problem at all.The big concern seems to be the idea that, through dual-booting or running an emulator, people will be able to run Windows games on their Mac and the demand for a Mac native port will decrease.While this is somewhat true, I think the demand will still be there. We really only spend about a 1/3 of our times AT MOST on Endian issues (ie, byte-swapping). Unless Apple integrates DirectX, the port time would only decrease by roughly 33%. Other than that, it runs 24/7 with my current programming project on screen. As it is, I only reboot my Mac for system upgrades. Possibly even more so if you only use Windows to play games you may be less likely to keep up on patches and virus scanning.As a Mac user myself, I can say that dual booting is not an option I’ll consider. Mac OS X may not be vulnerable, but your dual boot partition, or your Virtual PC virtual drive will be. The viruses, the spyware, the problems, etc. Once the need to target ANY other platform other than X86 is gone, then we will see zero games for any other OS besides Windows.MacOS will have no native games, no native MS Office, no native Quicken, no native IE etc. Much of the games that run native on Linux only exist in the first place because companies made their games compatible enough to work on Mac-PowerPC. It could cut the heart out of the Mac game business.”Soooo, basically, in the future MacOS will enjoy the same level of (low) Gaming support that Linux has today and for the same exact reasons.Game Developers will say “Why port games to (Linux/MacOS) when they can run them in Windows on the same system by dual booting”.This hurts Linux too btw. I’ll still be looking for “Mac version” on the packaging.Yep, game developers are now thinking, if you dual boot to run windows on your system, then I am not going to bother porting games to the other OS.Here are some good quotes from that second article mentioned above:“If you can run Windows games on a Mac, will it kill Mac gaming and the need for ports? Yes ….This may result in developers not wishing to spend the money to port games to the Mac, certainly.”“If so, it’s hard for me to see that porting companies will have much to offer once the inevitable Win32 virtual machines get released.”“Running windows on a Mac pretty much eliminates the need for Mac ports of PC software.”“it all depends on WINE and the ability to run PC games on the Mac. I’ve heard of a few games that run under WINE, but that seems to be a very short list.Even with these options, they will still be my last resort. A company can support it (like EA with The Sims) or not. Maybe if we work together, like develop a common framework for software publishers to use to make software for ALL of the alternative OS’s at once we can get something done to compete with Windows.Intel website: “Intel plans to provide industry leading development tools support for Apple later this year, including the Intel C/C++ Compiler for Apple, Intel Fortran Compiler for Apple, Intel Math Kernel Libraries for Apple and Intel Integrated Performance Primitives for Apple.”I bet you it’ll include Objective-C support.“So, as he said, it is an issue. There is room for more than one Console platform, why not computing?The real problem in todays computing world and why we have had such slow innovation and almost stagnation in computing is that its turned into too many big businesses.Big businesses are great at running the status-quo but they just don’t come up with new things.I’m afraid its going to be a LONG TIME before we see another couple of guys start something in their garage like Woz and Steve did….those days are dead, now the “innovation” occurs in the board room, and we get board room (aka status-quo) ideas and not ideas from the garage.Welcome to the land of the red-headed-step-child Mac fans, we Linux, BeOS, and BSD’ers greet you. All as viable computing platforms used by a portion of the market.I just don’t see why it cant be “profitable” to support more than one computer platform. Computing was much more fun and exciting when we had apples, commodores, amigas, ibm’s, atari’s, and bbc’s etc. 2017 replacement for quicken for macI never said that, because RenderWare and SDL are aimed at portability, not replacing an specific API. You’re confusing it with an API not produced by MS but can compile code linked to that library. Ridiculous.“So SDL and RenderWare provide a DirectX compatible API?”Your use of ‘compatible API’ is totally misleading (i.e., RenderWare uses Direct3D and OGL on Win32, so it’s ‘compatible’). ![]() Even Application Developers, who don’t have to think as far ahead, are unlikely to suddenly cancel their designs on PowerPC Macintosh because of this announcement.(2) Apple’s urging developers to migrate from CodeWarrior since 2001, in light of this announcement, makes sense. Game Developers have to think years in advance, and projects in train for sale to PowerPC Macintosh customers aren’t going to all suddenly vanish. It’s always been that way and i dont see it changing…(1) Despite the announcement at WWDC, there’s still a year before the first 80×86 Macintosh is sold to a non-ADC member, two years before the last PowerPC Macintosh is cleared from inventory, and using my experience with the 68000 to PowerPC transition, another two years on top before PowerPC Macintosh customers start finding applications that they can’t run.The announcement will certainly factor into future product plans, but for now it’s business as usual.
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