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> Actually I struggle to think of a single major component to a game that must be platform-specific. Different platforms often have totally different graphics
by bangonkeyboard 8y ago
> Actually I struggle to think of a single major component to a game that must be platform-specific.
Different platforms often have totally different graphics APIs. Even when platforms share APIs, driver quality, compliance, and fast paths vary greatly. The Mac still used a completely different processor architecture from the PC at the time of this story, requiring platform-specific optimizations and approaches.
Games, particularly cutting edge ones that demand performance, and especially from that era, are much more likely to need to be tailored to their platforms.
- ryandrake 8y agoThese are semi-good reasons for games of the past but I thought this was actually less of a problem these days with the rise of cross-platform game engines. If you use Unity or something, porting your 2018-era game to Mac or Linux should be a recompile at most. The other thread mentions the business cost of releasing and supporting these other platforms, which I totally understand.