Yes and no, fun starts with Intel integrated graphics and then you still have the problem for OpenGL4.4 and more. And what Paul said. Fullscreen, Windowed Mode, Borderless Window…
That’s project specific and NOT what jme should have I think. It’s like 1 GB RAM and 3 GB Game Size just to have Electron, all the 3124712378123 modules, which have to keep updated etc for something most games might not want (again: relevant for standalone games only, because steam already provides updates etc)
Yes, but also because jme doesn’t care about OSX and because it exposes problems: OS X forces a 3.1 Core Profile, whereas the other OSes run in compatibility mode and just ignores several issues shaders have.
To me, one of the biggest stand outs of java is to be cross-platform. When I choose jMonkeyEngine, I expect it to at least run on all known desktop platforms, maybe the pi, maybe iOS and certainly Android.
Currently it only runs fine on Windows, for that I could choose a DirectX 12 Engine or something.
Linux has issues with fullscreen and I guess keyboard mapping, maybe more.
Mac OS X is a complete problem,
iOS is a real pain and only works proof of concept like
Even Android is a bit of a mess with NBAndroid or installing AndroidStudio, Fighting ProGuard, messing with Bugs/Shaders/openGLES etc.
Re: Dropping Support for OSX:
Apple has “deprecated” OpenGL in favor of Metal, which however means that openGL will still be around at least a few years, so you can safely use it. Along the same lines: Apple “deprecates” C++ so you use Swift/Objective-C. Did they remove C++?
Even WHEN that happens, there are still MoltenGL | Metal performance with OpenGL ES and MoltenVK | Run Vulkan on iOS and OS X