The Metal Framework Gives iOS A Lead In Gaming For The Foreseeable Future
Friday, June 13, 2014
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Among the many announcements made during the two-hour keynote at WWDC yesterday, three were targeted specifically at game developers: SceneKit, new functions in SpriteKit, and Metal, a new framework that opens the door for vastly better performance in higher-end games on iOS, and does it in a way that Google simply can’t respond to because of the way Android works.
For those without a technical background, Metal offers developers a set of functions that are “closer to the metal” than OpenGL, the application programming interface traditionally used on iOS (and Mac, Android, and game consoles not made by Microsoft). That means that they have more direct control over the graphics hardware, enabling faster performance because there’s less overhead for the system to deal with.
In practical terms, this won’t mean much for most developers — only those who really need to get into the guts of their code to boost graphics performance need be concerned. But there’s an entire industry built up around creating “game engines” for developers so that they don’t have to rebuild the wheel every time they start a new project. Getting those developers interested is how Apple gets Metal into most iOS games.
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