It will affect what you can do, how long it will take, what platforms you can target and what your dev environment will be like.Here is a list of game engines you might consider, along with the languages they use and the platforms they target - look for Mac targeting engines and you are likely to be able to develop on that platform without having to run a virtual PC.Regarding IDEs, XCode is an option, as is Visual Studio Code, but while I have experience with XCode (and hate it), I don't have a lot of experience with Visual Studio Code on the Mac, just normal Windows-flavored Visual Studio Code. Sublime Text for Mac now.This is the biggest, most important decision you can make for the game. Apple Silicon and Linux ARM64. The tool enables you to control multiple versions of one program with ease.This results in a fluid UI all the way up to 8K resolutions, all while using less power than before.
C++ How To Make PrettyYou use the Mac desktop SDKs to make Mac desktop apps (stuff like Cocoa, CoreFoundation, etc.), and you use the Windows SDK to make Windows desktop apps.I have had experience with XCode in the past with C++, but XCode seems like its geared toward everything appleI know all the marketing material around Xcode is showing off how to make pretty iPhone and Mac-exclusive apps, but it's the de facto C++ IDE and graphical debugger on Mac. You do use SDKs to make mobile apps, but you also use them to make desktop apps. "SDK" is a generic term meaning just a bunch of libraries and tools. You can also integrate with either XCode or Visual Studio Code if you end up writing C++ code, but with so much already handled for you by the engine, there's a good chance you'll be able to do damn near everything with Blueprints.So I wrote my answer assuming you wanted to make games on a Mac for the Mac desktop. There's a decent store where you can buy assets and even some free ones, and the main level editor can be run from a Mac, and it can target just about any platform. Your choice of engine may affect your choice of asset applications, but generally your wallet will be the major decider there.Regarding engine, given your requirements but knowing nothing of your game idea, I recommend Unreal Engine 4 unless your game idea says otherwise.I work on PC games, and this is how we do things. If it's just you or a relatively small amount of people, it's really not that bad. This isn't as popular for very large teams because or for open source projects because it's easy update one project but not the other. That might be a good reason to just use Visual Studio on your bootcamp partition since you'll likely have more people who can play your games.But if you really want to do the cross-platform thing there are 3 approaches:Do it like everything is Linux, where you have a command line tool that does everything, like Make, FASTBuild, Bazel, Ninja, build2, or SCons.Just maintain project/build files for each platform. If you can limit yourself to one platform and ignore the problem for as long as possible while you learn game development you'll have a much better time. You'll still want to have Xcode available even if you wind up using other tools more often.I'm afraid I'll be constricted/limited later on.Cross-platform build systems are kind of a huge mess in C++.![]() Bazel and FASTBuild also have a little support for generating IDE projects, though they also have other purposes (like Bazel is supposed to be for building anything, not just C++, and FASTBuild's purpose is to do distributed builds, an open source Incredibuild alternative).Generally, if you want to do cross-platform development, even if you use a build system not tied to an IDE, you should expect to build familiarity with each target platform's toolset. If you use CMake, be careful about how you learn it since there is a lot of outdated information out there about how to use it correctly.Some other tools of this sort are GENie, Premake, Meson, GYP. Not because it's especially amazing, more because it's just consistent and has been around for a long time. 3 is the most popular option right now, and most people use CMake. Sqlite reader for macJust want to make sure you know what you're getting into with that. Don't get me wrong, it's a great editor.
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