![]() I'd bet that porting games that survived the transition to Catalina (and many, many did not) will be pretty easy. I guess if I had to bet, I'd bet that if anybody actually uses hand tweaked assembler, it would be the people who develop engines (like Unity or Unreal), and that most developers are using higher level tools. In fact, I'd bet the transition to ARM will be easier than the transition to Catalina (I still haven't upgraded to Catalina because I'm not ready to give up some older games) Stated differently - to what extent do game developers use languages and APIs that are high-level enough that porting will be easy, versus using hand tweaked x86 assembler that would make porting hard? But is that true? And how easy/hard is it to port the engines? Some are already on iOS, but how much does that help? I could imagine that once popular game engines are ported, it might be relatively easy to port the games that use those engines. I'm hopeful he gets some kind of commission from the links he provides to buy the games, but I've donated some money to him in the past if that happens not to be the case.I'd love to hear from game developers regarding the potential ease or difficulty of porting games from Intel to ARM. I don't know how the developer makes money from the Porting Kit. He also talks about something called Crossover, but I've found the Porting Kit does what I need, and it's free, whereas Crossover costs money. And I love Apple.Īside from that, the next best solution I've found for someone who doesn't want to get their hands too dirty to be able to play a windows game is the Porting Kit solution I referred to above. I constantly tell people if a major priority is to be able to play games on their next computer, get a windows computer. The best way to run windows games is to get a windows computer. What I have found is that running windows games can be a hit or miss affair. For any problems I count on Google or paying someone. I use computers for work, and I know how to get around them for the most part, but I'm not a programmer and I don't have any real interest in becoming one. But it does require quite a bit of fiddling to make it work for each game. ago Does anyone know how to get 32-bit Steam Games on ARM Macs does downloading Windows using QEMU, then downloading the Windows Version of Steam and using that work 5 6 r/macgaming Join 2 yr. Then there's Wine, which uses a windows emulator to run a game. While it's good for business applications, I've had issues with gaming. There are a few programs which create a Windows environment within OSX. It does require a reboot if you want to switch between windows and OSX or vice versa. This will allow you to transfer saved games between computers (which will usually - but not always - include transferring games between Windows and Mac versions). Many Steam games, including Slime Rancher, support Steam Cloud. The other ways of running Steam windows games on a mac is through something called Bootcamp, which is a way of running windows on your computer from startup. The fact that the game is running is proof positive that you got the right one. There's a standard Steambuild Wine wraparound, but I haven't tried it, and it's likely your mileage may vary with it. You can request games to be added (I never have). ![]() He has a pretty extensive catalog for games. The Porting Kit installs the Wine wraparound automatically, then you play the game by loading it from the Porting Kit menu. ![]() You then buy the game from your platform of choice. This won't help you with indie games, but I use something called the Porting Kit.īasically this guy develops custom Wine wraparounds (wine is a windows emulator for OSX) for each game he works on.
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