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The iPads with Apple Silicon processors (M 1 - 4) easily meet the requirements for Tiny Glade. Even iPads from the A16 upwards should have no problems with the minimum requirements. And it's not even a problem that your game isn't ready for the ARM architecture... Apple has a solution for that too. You don't even have to rewrite the code, as there is already support for porting games.
Here is some information from Apple itself, in case you haven't already discovered it.
https://developer.apple.com/games/
Of course, it makes no sense to postpone the release of the game because of Apple. I very much hope that you will make the game available for Mac and iPad as soon as possible.
Thanks for this game!
I wouldn't worry about the hardware performance. The latest iPads and iPhones from the last 2 years run official games like Assassins Creed Mirage, Resident Evil Village, Dead Stranding and more with raytracing and all thanks too the Metal API
But I would prefer PC feature updates first instead of fingers in too many pies at once lol
Great job!
I’ve heard that Tiny Glade game was built on Beavy engine and is written in Rust. If that’s correct, than you should be able to simply build your game for Apple platforms, because Beavy is already using WebGPU library for cross-platform rendering. WebGPU is an API-agnostic and cross-platform wrapper on top of platform dependent graphic APIs like DirectX, Vulkan and Metal on Apple devices.