News for hackers. Stuff that matters.
Re:The future of my games on Apple and what this means for a... by unlinked_dll on Monday November 11, 2019 @11:51AM (#21506333)
Well you could write your game in JS and deliver it over the web. Flash games were all the rage when I was a kid.

But for now, non-notarized executables don't fail, they just need to be enabled by an admin account through permissions.

Re:The future of my games on Apple and what this means for a... by gfodor on Monday November 11, 2019 @11:58AM (#21506399)
You surely can’t be oblivious to how this has been a process of boiling the frog slowly — almost certainly they will eventually be permanent-blocked like on iOS.
Re:The future of my games on Apple and what this means for a... by coldtea on Monday November 11, 2019 @01:55PM (#21507655)
You surely can't be oblivous that, user wise (security, ease of use) this is a process of improvement slowly...

MacOS might have bugs due to neglect, bad priorties, too fast deprecations, etc.

But all the extra restrictions (notarization, sandboxing, dropping 32-bits, etc) are in the right direction for a consumer platform (i.e. not for devs), for making the computers easier and more secure, like appliances that just do what you bought them for. And they will be part of any/all platforms going forward (including Windows, and new platforms like Fucscia).

As for Linux, it exists for 2.5 decades, it has been free since forever, it's still not adopted by the masses. It's not in the direction that most want.

Re:The future of my games on Apple and what this means for a... by gfodor on Monday November 11, 2019 @03:21PM (#21508475)
I'm not sure who you're arguing with, but the poster I was replying to noted the status quo is that you can run unnotarized executables. To your point, that should not be taken to mean that we won't eventually see it evaporate. On the contrary, we should assume it will.
Re:The future of my games on Apple and what this means for a... by coldtea on Monday November 11, 2019 @04:43PM (#21509213)
>I'm not sure who you're arguing with

I'm arguing against your comment: "You surely can’t be oblivious to how this has been a process of boiling the frog slowly — almost certainly they will eventually be permanent-blocked like on iOS".

And I'm saying that this is a good thing in some ways (whereas "boiling the frog slowly" doesn't just point to the graduality of the process, but also implies it's bad).

I don't disagree on the graduality or that we will "eventually see it evaporate" (it being various current more open abilities).

Re:The future of my games on Apple and what this means for a... by gfodor on Monday November 11, 2019 @06:16PM (#21509968)
To kill the analogy — developers are unambiguously the frog. You’re arguing about who we should care more about, the frog or those who will be having frog for dinner — this has no bearing on if the frog being boiled is a bad thing but it certainly is from the vantage point of the frog ;)
Re:The future of my games on Apple and what this means for a... by ciroduran on Monday November 11, 2019 @12:04PM (#21506462)
WebGL isn't fully supported on iOS, so there goes your nice little web game.
Re:The future of my games on Apple and what this means for a... by ChrisAntaki on Monday November 11, 2019 @12:10PM (#21506528)
Last year I was building web games* with Phaser. To better support iOS, I just changed the renderer to `canvas` when an iOS user agent was detected. In the end, the games worked pretty well on iOS devices.

*Games I worked on: https://livegame.show/play/ride_v3 | https://livegame.show/play/pewpew_v6 | https://livegame.show/play/bubbleshooter3

I will say though, Apple does seem to almost purposefully hold back the web on iOS. I suppose this makes native iOS apps, which must pay Apple 30% of their revenue, more appealing to users. On iOS, the Firefox and Chrome apps aren't allowed to include their own browser engines. They have to just wrap Safari webviews.

On Android, the Firefox app is allowed to include it's own browser engine. An engine that supports adblocking extensions like uBlock Origin.

Re:The future of my games on Apple and what this means for a... by fingerlocks on Monday November 11, 2019 @12:57PM (#21507010)
I think this is an issue with phaser. I’ve also made a bunch of web games with various frameworks, and webGL works fine on iOS in many other contexts. The js port of cocos2d is webGL compatible on iOS.
Re:The future of my games on Apple and what this means for a... by unlinked_dll on Monday November 11, 2019 @12:10PM (#21506525)
If you're an amateur and can't afford $100 dev license, why are you targeting a premium mobile platform that you'd need to test on?

Just don't support ~~MacOS~~ [e: iOS, my b], this is what I mean by going the "amateur" route. If you don't care about distributing software professionally, then just don't deal with the headaches and costs.

Re:The future of my games on Apple and what this means for a... by monkeywork on Monday November 11, 2019 @12:16PM (#21506583)
Last I checked MacOS wasn't a premium mobile platform... it's a general computing platform for desktops and laptops.
Re:The future of my games on Apple and what this means for a... by unlinked_dll on Monday November 11, 2019 @12:37PM (#21506797)
I was replying to the comment that WebGL isn't fully supported on iOS.
Re:The future of my games on Apple and what this means for a... by tomatotomato37 on Monday November 11, 2019 @12:31PM (#21506728)
Consider though that flash was a security dumpster fire that coincidentally ran as fast as something unburdened by security concern, and that the most certainly pirated full Adobe suite used by a young beginner developer was installed by some sketchy exe that would no way be notarized by any sort of authority
Re:The future of my games on Apple and what this means for a... by cortesoft on Monday November 11, 2019 @05:24PM (#21509546)
You would think... but they already made it so even riot can't delete binaries from /use/bin, and you can't disable that setting (have to boot into a special mode)