All Apple has to do is what they already do with "Sign in with Apple". Just require everyone who uses third-party payment to also offer Apple's services.
That one little step would avoid the regulation they're going to be hit with.
I'm not a developer in this situation, I'm a user. There's no contradiction. Apple makes my user experience better by forcing app developers to play by their rules.
200 years before it could be, "Slavery makes my life experience better by forcing slaves to play by the rules and serve me".
Your position is immoral. Coercion of any kind is bad. Approving it for egoistic reasons is equally bad.
You could freely support apps that do use Apple sign in voluntarily, but you like it that the developers are forced to provide it. Immoral and pathetic.
I don't believe in treating users like they're dumb.
There's a "keep me signed in" feature too. Or if this is a serious source of confusion, use local device storage to keep track.
In practice I don't consider anything for each app. If it's worked I used gsuite. If it's personal I used Apple. OAuth is the new "same password used everywhere" but now we click logos.
The difference is that Apple's sign in is beneficial for non-technically savvy users, as it both allows using an anonymous email alias and alleviates the need for password creation. Those are both reasonable privacy and security trade-offs for a tiny bit of (generally reversible) ecosystem lock-in.
Tiny bit? Try and migrate dozens of app accounts to a non-Apple email, as a non-technical user. Disregarding the sheer amount of work, such users won't even know how to send emails from the private addresses they signed up with, making it hard for app developers to identify them. It's always about control and lock-in with Apple.
To add to the other threads, Apple Sign-in is only required if you use any other sign-in providers (Google, Facebook, etc.). Since Apple Sign-In allows anonymous signup, I like this rule (remember back then when Tinder forced you to use Facebook Sign-In?).
The way I see it, unless you're developing exclusively for Apple platforms, it's not worth the effort to build something with Metal. There are translation layers like MoltenVK that can help, but that still requires a lot of effort for what is likely a very small market segment.
It's not that hard. With SDL2/GLFW and MoltenVK you are 90% of the way to a cross-platform codebase.
That said I can understand why there's not a lot of investment in mac, since Apple's shown to be very developer-hostile as far as games, and the market is pretty small outside of mobile games which are kind of a separate thing.
There's some potential with m-series processors - now there's basically one SOC to target for everything from an iPad to a desktop, so it's sort of like consoles where there's a very consistent hardware target to develop against.
I help make one such Reddit client. There’s an invisible rule that you can’t show users the NSFW toggle or even mention that it’s on the website. We had a toggle that only lets you turn it off if it’s on, and that alone was too much.
We also got rejected once because the top post that day had the word “fuck” in it. That was a fun one.
Telegram has it that you have to log in to the web one and switch a toggle which will unblock content on the iOS app. Everyone just assumes iOS the app doesn’t allow it so the setting is spread via word of mouth. It’s honestly insane.
That's an option, but then we wouldn't have nice things like Asynchronous Timewarp / Spacewarp unless we want to shift the burden of doing that onto the rendering application. As someone who worked in VR before the Compositor was a thing, I welcome it with open arms. It's just easier for everybody.
That said, it'd be nice if you didn't have to log into some account to make it happen.
> but then we wouldn't have nice things like Asynchronous Timewarp / Spacewarp unless we want to shift the burden of doing that onto the rendering application.
Or onto common libraries and frameworks. And I can live without such features until then; if I don't use the SDK and I miss a feature that's in the SDK, that's on me.
> It's just easier for everybody.
Except people building Open Source VR applications.
That one little step would avoid the regulation they're going to be hit with.