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报告翻译问题
OGRE is a graphics Engine so it takes care of things dealing with rendering graphics to the screen. As such it does not handle Audio, Input, or other such things that a full fledged Engine like CryEngine, UE3, Unity, or other such game engines would handle. So technically there is still a bit of work for them to do when porting this game over the question is how big is the team they are using for porting and how much work do they need to do. Given they ported the first game and this Engine is likely based of the first games engine they likely don't have as much but then again we don't know how much they changed/added/removed from their engine.
Quit the stereotypical trash talk, please. Things aren't as simple as you make them sound.
All you need to get software in the App Store is a tax ID. I'm fairly certain Runic has a tax ID. It doesn't cost them anything to publish via the App Store (the minimal costs a developer might incur related to being a registered Apple Developer [so you can sign your code] are easily written off and can hardly explain Runic's total silence). Of course, a dev may have to wait a day/week or so for approval, but that's solely related to the vast amount of software in the queue in the App Store. Also, we're talking about TL2 on Steam, and that has nothing at all to do with Apple's App Store. Two totally distinct walled gardens. Never the twain shall meet.
Yeah, I know, I can run Apple s/w on my PC, including its OS but not without fudging. For now, the fan boys should be happy with an overpriced phone and tablet. How odd, a group that collectively claims to be "progressive" have always supported a closed, gulag, hardware and OS.
Now, they do what they do best....whine. Too hilarious.
And about porting: it isn't that difficult to port a game that has been developed with porting in mind to start with. It's not that you have to rewrite a whole new game. Also there are only a couple of Macs to do QA against whereas the PC universe has like a quadrillion of different innards. On the software side, whereas Windows PCs run with a gazillion different driver versions installed, Macs get their drivers updated with the OS hence are much more coherent. There is no such thing as "installing a driver" for 99.999% of all Mac users.
In summary, when you combine hardware and software, there are probably almost as many permutations of Windows PCs as there PCs at all, so about 100 million to test against, whereas there are maybe 30 different Mac models times 3 different OS+driver versions. Conclusion: Mac QA is about a factor of a million easier to do than PC QA.
On the other hand, Apple is hostile to hobbyist and small developers who are interested in their platforms, forcing them to buy into a club in order to have access to development tools. This adds an extra layer of pain that isn't there when developing for Windows (Visual Studio Express is free, and so are MinGW, Cygwin, etc.) and Linux.
I've been holding off on TL2 because I hadn't "finished" TL1 until recently, but also because my wife uses a Mac and would possibly enjoy playing the multiplayer with me (we met playing WoW, and we did a little Diablo 2 via LAN at one point).
Where on earth are you getting that information from? Xcode is free, and has been free for a long time. Enrolling in Apple's Dev support program is a whopping $99/year, and is only required if you want to sell on the Mac App store.
https://developer.apple.com/programs/which-program/
For a big title from a large developer, it's going to be a relatively small expense that affects a fairly large potential market, but for a smaller developer that can't realistically expect to sell several million copies of their game, it may end up being an additional expense that they just can't afford.
The fact that Runic already did a Mac port of TL1 makes it especially baffling.
I did buy TL2 today, BTW. I don't plan to ever buy Diablo 3 (unless it ever goes on sale for <$10 - yeah right) but I like the genre and like supporting smaller developers.
I run it on Bootcamp all the time because I have no choice. And it works fine. The problem is that we're probably going to end up seeing Bioshock Infinite for Mac (soon) before we see Torchlight 2. I know Runic is a small team. But c'mon...
Imagine having to shut down all your Windows apps and boot into Linux just to play a game.