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SpaceEngineMacer
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A Note About Eventual Mac Compatibility

05 Jun 2017 18:00

^ *Whatever Graphics Setting are the Best
 
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waterlubber
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A Note About Eventual Mac Compatibility

10 Jun 2017 13:39

You may want to add groups/discussions for Linux and Mac development. I use Linux often and having a wide variety of people with different system configurations can help a lot -- I'd certainly be willing to help out.
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spacegoat
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A Note About Eventual Mac Compatibility

25 Jun 2017 18:44

I'm raising my kids on Chromebooks with dual boot Linux, they loved Space Engine before my PC broke. We all can't wait to use it again on Linux! 
 
muddygun
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A Note About Eventual Mac Compatibility

05 Sep 2017 21:32

Just want to second the motion of adding this simulator to the Mac.  PLEASE.  Love what your doing with it.  I currently own a 2016 model of a MacBook Pro.  I understand that the workplace graphic cards might not be suitable, but I am sure it could perform fairly decently.  
 
baahcuse
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A Note About Eventual Mac Compatibility

18 Sep 2017 05:27

Thanks for the previous response about N-body physics (In April!...sorry I didn't get back to this sooner). I had hoped to see a Mac version by this point. Any timetable for that?
 
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Maurício Cruz
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A Note About Eventual Mac Compatibility

24 Sep 2017 15:16

I think is good to implement a update to instal SE in linux Ubuntu, we can't do it actualy.
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A Note About Eventual Mac Compatibility

04 Oct 2017 03:59

I'm running a Mac too. I'm also waiting. I have the Mac book 2017 model with retina display and 16 GB RAM. Sadly, both my processor and my graphics are intel.
It's still very fast though!
 
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A Note About Eventual Mac Compatibility

08 Oct 2017 04:36

ImageI am able to launch SE on my Mac, but it said I have openGL obsolete 2.1 when I have 4.1 so it won't let me get past the loading screen. (the picture of the black hole)
 
wenn
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A Note About Eventual Mac Compatibility

02 Dec 2017 17:09

want a mac version badly
 
kandedong
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A Note About Eventual Mac Compatibility

14 Dec 2017 03:11

Me too! When I look at the low funding rate, I wonder why a Mac version is not further prioritised. Mac users are willing to spend more for software per average (especially for high quality), so the best funding source is systematically excluded. The spending goal for the Mac version itself was already reached long ago, so there is no motivation for us to spend anything at the moment. All we can do is sigh. I really want to teach my kid about the universe using SE.
 
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HarbingerDawn
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A Note About Eventual Mac Compatibility

14 Dec 2017 17:56

kandedong wrote:
Source of the post Mac users are willing to spend more for software per average (especially for high quality), so the best funding source is systematically excluded.

More per person, yes, but there are also not many Mac users in total. Even if a Mac user is willing to spend $20 for something a Windows user will only spend $7 for, the fact that there are 10x more Windows users than Mac users means that focusing on Windows would still be more profitable.

Anyway, that is not what determines the pace of development, so it's irrelevant.
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katietheebug
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A Note About Eventual Mac Compatibility

10 Aug 2018 15:16

[quote="HarbingerDawn"][quote="kandedong"][post]16855[/post] Mac users are willing to spend more for software per average (especially for high quality), so the best funding source is systematically excluded.[/quote]
More per person, yes, but there are also not many Mac users in total. Even if a Mac user is willing to spend $20 for something a Windows user will only spend $7 for, the fact that there are 10x more Windows users than Mac users means that focusing on Windows would still be more profitable.

Anyway, that is not what determines the pace of development, so it's irrelevant.[/quote]

I don't mean to be rude or anything, but they're right, you guys are ignoring a huge target audience and source of income by not putting the development of an OSX version a little higher on your priorities list. As far as I can tell, the most major updates to the game are texture updates these days. Which doesn't seem quite as important when you have a giant group of people desperate to use your amazing program but can't because they have macbooks. You asked for funding. We gave it to you. But we don't see our money being used at all for anything and that's a little dishearting. Any update at all on when planning for an OSX version would settle at least my mind for a bit.
 
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Mosfet
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A Note About Eventual Mac Compatibility

10 Aug 2018 23:19

It seems to me that Apple chose to make the things less confusing (for them)
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vlad01
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A Note About Eventual Mac Compatibility

11 Aug 2018 01:43

Yeah they have been pushing metal API exclusivity for a while now.

As for user base for mac, I hear a lot of people state there is a large one but in my 20+ years of computer involvement which actually started on mac only as that is all our school had, I recall only meeting 2-3 people that did some sort of gaming on mac after leaving primary school. All other mac users, a minority at that was in the graphic design/printing industry only for the purpose of adobe software and even then Windows out numbered mac by at least 5:1, even Linux based system out numbered the macs as about 30% of RIP machines running the printers were Linux where the other 70% of RIP PCs are windows.    

I personally think a Linux version would be a better idea but not if it subtracts from the efforts of development currently as windows application.
 
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N0B0DY
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A Note About Eventual Mac Compatibility

11 Aug 2018 02:33

Even Frontier announced a few months ago the end of Elite Dangerous for Mac. When a whole programmers team from a Pro game developer cannot keep up with multi platform support - how can people expect Space Engine to support Mac when it is mainly developed by a single person (with occasional help from a few other people)? It is humanly impossible.

After all Mac users can still run windows apps via bootcamp. And it is common knowledge that Macs are not the best platform for 3D gaming apps.

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