Hi all,
I have two questions with more detail below:
1. How to handle Apple dropping OpenGL in the future.
2. How to support IAPs for iOS games made with SFML.
I've been developing a game using SFML for a bit. The game was originally built in another engine and is currently available for download since 2012, but I needed to update it to support newer devices and decided to use SFML for that purpose.
I've managed to get builds working on Windows, Mac, and iOS and it works great.
I've only recently noticed that Apple plans on dropping OpenGL support, so I was curious what that means for the future of SFML.
I checked the github and saw that Vulkan support was being added. Is it in a usable state? Can it be used with MoltanVK? (
https://github.com/KhronosGroup/MoltenVK).
My 2nd question is how can I integrate platform specific features into my SFML application? Admittedly I've always used engines that supported this out of the box, but I couldn't find anything for SFML.
Thanks in advance for any help!