Thanks for your updates and explanations over all these months@MaxisJoe!
Because no one has asked yet, and because I'm very curious, I'm wondering if you could divulge some technical details:
After dropping Cider as the compatibility layer, did you rewrite things in Objective-C and/or Swift? Or, did you use .NET or something similar to call into Cocoa and Metal APIs instead? And/or, did you develop some kind of a transpiler?
If some of the source has been rewritten in ObjC and/or Swift, are there other performance improvements unrelated to the increase in the addressable memory size? For example, does automatic reference counting in ObjC and Swift help with memory deallocation, or does it get in the way of allocation? And, if some sources are now in Swift, does the game now take advantage of Swift's copy-on-write value semantics? Will the game automatically become more performant when new ObjC and Swift runtime come with macOS updates?
Are there some limits imposed to the game now that it's native, in order to preserve compatibility with Windows? For example, are there some restrictions on characters a user can type into a text field, so that things like save files created on macOS will have filenames recognisable by Windows?
Lastly, if I'm understanding your posts and guessing correctly, the first change we the users will see is that, when the game launches, there won't be multiple game icons jumping in and out of the dock anymore, right?
October - last edited October
@mate54Well, I don't know if my results are dispositive of... anything, really, but Suites de Rêve is the last Stuff Pack on my list.
I had one stuff pack showing up this morning - Aussie here so that was only a few hours ago. I have just returned from grocery shopping and there are two more stuff packs. Yay, progress. This is so exciting.