d4v3y_5c0n3s I don't know if anyone was using the Mac version of my game's demos, but Apple recently deprecated OpenGL ES support. This means that Apple has just prevented me from developing for their platform in the future (at least at Godot's current state.) The only way around this is to use something like MoltenGL, which I don't know how to use. I didn't like the Apple ecosystem before, but I feel that this just takes it too far. All this does is hurt smaller game engines and frameworks like Godot Engine that don't have the manpower to just add support for an API like Apple's Metal on a whim. Well, if Apple wants to wall themselves off from countless OpenGL games that people on Macs play and love then I will leave them to their proprietary ways. I don't care if they enjoy not being able to use earbuds while their phones charge. :D
d4v3y_5c0n3s My biggest gripe with this is that those who wish to have their game support Mac will be pushed away from the projects they use for game development and towards more proprietary options that cost money. :( (cough, cough, Unreal, cough, Unity)