FarPlaneTwo

FarPlaneTwo

18.5k Downloads

Macos Aarch64?

jtmaston opened this issue ยท 5 comments

commented

Hi! I'm struggling to run FP2 on my m1 mac.
First of all, for forgerocks, I compiled rocksdb and put it inside the jar, replacing the existing librocksdbjni-osx.jnilib. This works, minecraft boots with just forgerocks.

Trying to load FP2 yields a "Native ZSTD could not be loaded! This will have SERIOUS performance implications!"

I opened the jar and saw there's libraries for aarch64-linux-gnu, which leads me to believe that zstd can be compiled for arm. Could you give me a pointer as to how to do that?

Thanks!

commented

i have no idea how to do that, because apple goes so far out of their way to be hostile to developers who want to cross-compile to apple platforms, in addition to their poor support for OpenGL. as such, my official stance is that i will not go out of my way to support apple devices - if it works then it works, and if it not then that's just too bad.

aside from the slightly worse performance, the lack of native zstd implementation shouldn't really affect anything much.

commented

Gotcha, okay :))))

commented

label: ๐Ÿ™„

"mac sucks - has no games. but we don't want to port our games either."

Does it even work on linux? ARM linux, that is?

guess I'll emulate. But lost my respect instantly. You'll probably reply with "what do I care?" or "what have you made, then?". Whatever. You're probably young.

commented

i do 100% of my testing on linux, so yes, it should. the fact that it's ARM shouldn't make any difference - people have run fp2 successfully on a nintendo switch.

i will be supporting macs once i update to 1.17 and beyond, as in those versions mojang switched from using the legacy OpenGL compatibility profile to the core profile, so i'm able to access modern graphics features on macs (which are the only platform which disallows access to modern features from the compatibility profile).

making it work using the very small subset of OpenGL features that macs support in the compatibility profile, which is required by all minecraft versions prior to 1.17, is simply not worth the hassle - this is a minecraft mod, not a graphics API compatibility layer! i'm not about to implement a whole system for emulating OpenGL 4.5 features using features from OpenGL 2.1, an API which was considered "modern" in 2006.

commented

Thank you for your reply. I'm sorry if I was a bit harsh... I came here after 30 minutes of installing 1.12.2 (Forge installer didn't work with java 20, so I needed to do the manual install, and other lovely shenanigans), only to be greeted by the "๐Ÿคฎ", which felt pretty bad... Especially since M1/M2 macs run games amazingly well nowadays.

But I completely understand now - I heard something about the bs with OpenGL in earlier versions of mc. I also don't like everything Apple does, including their OpenGL "support", but overall I like their products, hence my reaction. Thank you for actually remaining civil, which I did not realllly manage. I'm sorry, again, for that.

I'm looking forward to the 1.17 "port". This is very interesting, and I hope to see it running not only on my Windows PC and laptop, but also my macbooks.