Sorry macOS users, but Apple has gone too far for some of us devs
As someone who recently worked in game dev I&#x27;m not sure why 32 bit was even a factor as 64 bit is likely your default target anyway - has been for awhile. So, killing 32 bit is not a real issue.<p>Notorizing can be seen as just another cost of targeting a platform. So do it. You will need at least one machine anyway to do basic testing on. So use that. Get the cheapest imac or whatever you require. So, mac hardware isn&#x27;t a real issue.<p>I found the statistics a bit strange as well. Sales were 2% linux, 4% mac, 94% windows. Yet support was divided 30% linux, 50% mac and 20% windows. This suggests linux is more problematic per sale than mac. Yet he has no issue with linux. If this was me, I&#x27;d be wanting to know exactly why linux&#x2F;mac was generating so many tickets. The answer will likely help the overall product.<p>Personally, you need to jump through so many hoops to release software that none of these thus far mentioned should be big enough to stop you. The real reasons should be: is there a demand in this target market; will that demand generate sufficient profit?<p>As I&#x27;m starting my own journey on this I see all the platforms and app stores have various issues. Everything has tradeoffs. The article&#x27;s author needs to come up with better arguments. I just don&#x27;t see his reasons as relevant in comparison to the other much larger costs associated with development.<p>I&#x27;d actually recommend targeting multiple platforms just to force bugs to come out. Different platforms &#x2F; compilers see and expose different issues in your codebase. So far I&#x27;m quite happy to have cross platform support even when i don&#x27;t necessarily release on those platforms yet.<p>I find art, sound and game assets are more expensive than an apple dev account or even a mac computer. Others have written in more detail on this. Even generic business costs exceed the subscription&#x2F;computer costs he&#x27;s stating as being barriers.