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How do you weigh the value of Apple's APIs? As in, to continue with the game console analogy, you must have at least one license to a powerful engine (like Unr
by charliemil4 6y ago
How do you weigh the value of Apple's APIs?
As in, to continue with the game console analogy, you must have at least one license to a powerful engine (like Unreal Engine with a 5% fee) to develop efficiently.
Do you actually save 5% (assuming PS is 30%) by developing for the Apple ecosystem? (Assuming Metal is comparable to Unreal)
- dhagz 6y ago> Do you actually save 5% (assuming PS is 30%) by developing for the Apple ecosystem? Probably not - assuming you're being smart and targeting multiple platforms, you're still going to be using Unreal/Unity. And even if you're only targeting the Mac, Unreal/Unity bring a lot more than rendering to the table, so you're probably still using either of them, all with a commercial license. And unless you're doing distribution yourself, anywhere you put your game will take a percentage, pretty much all around 30%. Some places like itch.io let you define how much they take, but no one really uses itch.io for anything bigger than an indie game.
- pjmlp 6y ago> And even if you're only targeting the Mac, Unreal/Unity bring a lot more than rendering to the table, so you're probably still using either of them, all with a commercial license. Depends, plenty of indies are doing alright with Apple's own gaming frameworks.
- dhagz 6y agoVery true. Comes down to if you already know (or want to learn) Swift.