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Davelos

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  1. I would really like to see a native Mac client. Reason is... I _don't_ want to boot into Windows. The Mac client of the Hero System is almost there, so it's just a matter of time to get a compiled client for Mac. If you knew how the Hero System framework works, you'd know that it compiles client by itself, so as long as the framework support an OS, you can simply click&deploy. This is the commercial reason why using Hero System is always better than write your own code. Ah, and by the way... also Eve Online has a Mac client. And also... Gametree Mac is already deploying a lot of games for Mac. This is possible thanks to special features Mach micro-kernels have, which is the possibility of using compatibility layers (or "abstract layers") to "translate" native calls of a given OS to the Mach kernel. The most famous is Wine, of course, but people like Cedega and Gametree Mac have found that it is a lot better to pre-compile the abstract layer into the App, rather than relay on personally tuned Wine instances. Now, make yourself a favor and avoid replying talking of "simulation". Because it's completely a different topic: "simulating" is about faking some specific hardware via a binary software for a given kernel. Abstract layers is about translating calls from a kernel to another, in run time (= execution) environment. It is a feature of a set of numbered and named kernels and OSes. As soon as the Hero Engine gets full OpenGL support, native Mac client for SW:tOR will be there. It's just a click. And as for the "cost" of it, it's just the same. Because you pay the Hero Engine use by a share of your revenues. So selling 10 millions Win clients or 7 millions Win + 3 Milions Mac won't make any difference as a matter of "cost". As a general hint: don't talk of stuff you don't know / don't understand. It's way better for your online popularity
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