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dagmxyesterday at 6:49 AM3 repliesview on HN

The people making the latter comments are ignoring the contents of this PR however, and showing a lack of understanding of the engine itself in the process.

You cannot build this as an extension. It’s a different OS and Godot needs it to be done this way, as many people in the PR have commented as well. An extension would not cover it, and people suggesting that are probably used to the PC VR development model where VR is an extension of an existing supported platform, not a platform in and off itself.

Beyond that, even if Apple supported OpenXR, you’d still need this PR first because it’s covering build support first. It doesn’t cover any of the XR/Spatial rendering elements.


Replies

andsoitisyesterday at 7:08 AM

> VR development model where VR is an extension of an existing supported platform, not a platform in and off itself

This is the crux of the issue, both for Apple and for Godot.

In Apple’s case, they’re finding that their vision does not resonate with consumers or developers. So they’re searching for ways to expand chances of success but not entering with an equal partnership mentality. Thats their prerogative but I would argue the arrogance blinds them to reality.

From Godot’s perspective, the question is whether all this distraction is worth it for a platform that has for all intents and purposes failed to prove itself. There’s an opportunity cost and likely constraints that would flow from supporting Apple’s divergent and unproven vision.

In my books it seems clear that it would be a mistake for Godot to invest energy in supporting a niche, heretofore unsuccessful product that is not aligned with Godot’s technical and product roadmap.

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traversedayesterday at 1:08 PM

>You cannot build this as an extension. It’s a different OS and Godot needs it to be done this way,

How does support for platforms like the nintendo switch work?

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doctorpanglossyesterday at 4:13 PM

AFAIK Apple does not allow applications to render traditionally nor gives them access to the camera or other interesting effects.

You are instead given a DOM (really imagine idiosyncratic SVG for 3D) API and you must facade it to your engine object model.

Apple has forced library developers into a situation even worse than Metal: a single, idiosyncratic scene graph like API. None of the performance benefits of using the technology natively. None of the DX benefits of single code, run anywhere, since everything has to be aware of the spatial rendering limitations. It’s like Negative React Native: they had you a weird React that’s non native, and you must wrap it.

Truly, and I have no hesitation here because I will never want to work for Apple and they’re going downhill: this PR has its head so far up its butt.

Maybe this employee should have spent all this time convincing Apple to give developers access to the GPU.

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