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But so do I have to buy one with my own money if I want to develop for it ?



You don’t need an iPhone or iPad to develop iOS apps. A traditional computer should work fine, I would think.


And in very limited geographic areas you can use Apple's devices for testing

> Next month, Apple will open developer labs in Cupertino, London, Munich, Shanghai, Singapore, and Tokyo to provide developers with hands-on experience to test their apps on Apple Vision Pro hardware and get support from Apple engineers. Development teams will also be able to apply for developer kits to help them quickly build, iterate, and test right on Apple Vision Pro.

Wonder what those dev kits cost and how available they'll be. Apple probably doesn't anyone getting their hands on the early hardware/software using it for reviews before it's released.

Presumably you return it after release and get the money rolled over toward purchasing a production unit.


They won’t sell dev kits, only given to very select big co who has has a lot to lose if they break NDA. Mean time use the simulator in xcode15 beta2


I'd be surprised if indie developers with existing successful iPhone/iPad apps aren't allowed to get one


Don't you need a Mac to run Xcode?


<< Don't you need a Mac to run Xcode?

To the best of my understanding, there are ways around it[1].

https://www.baeldung.com/linux/xcode


Darling definitely does not support the simulator.


But testing it without the actual device would be not ideal


There’s a simulator, like others have said. What do you expect? Apple handing out free devices to developers?


I remember the company I was at having to shell out $20k for the PSP emulator back when it was a thing. It was a dedicated computer with a tethered cable connecting to a PSP where the optical drive would normally be located. After that experience, I just assumed that was SOP for companies with pre-release units like that.


For upcoming videogame consoles, manufacturers do indeed hand out preproduction hardware to developers.


The console devkits are _absolutely_ not free, apart from maybe first party studios.


The non-existent Vision devkit isn't free either.


Do they for indy game developers or just large game studios? Genuinely curious.


There's a long vetting process which all studios must undergo in order to get approval to develop on all major consoles. Notice that I use the word: "studios" and this is simply because if you want to self-publish a game you must form an LLC or you won't get anywhere in the application process. (This is where publishers comes in really handy as they already have contacts inside the big 3 and can speed up the entire process.) If your studio and game project are approved you will receive the game engine licenses of your choice (Unity, Unreal, Game Maker and in some cases special builds which differ from the ones everyone can download online) and will have the opportunity to take a dev kit out on loan. The kits always have to go back at some point and you have to sign a bunch of NDA's basically agreeing that you will never post pics online or allow anyone outside of your studio access to them. With Microsoft you can actually use any retail Xbox as a dev kit: https://learn.microsoft.com/en-us/windows/uwp/xbox-apps/devk... One of Sony's weird requirements is that you must have a static IP address in order to access their dev portal. And I believe that Nintendo actually charges money for their dev kits, but it's been a while since I checked so I don't know if that's still the case.


If the simulator is as good as the iOS' simulators then you must test your app in a device or you will be flooded with bug reports at launch day. As noted elsewhere, Apple is setting up labs in some cities, everyone else needs to buy the device or cross fingers and hope for the best.

BTW, Android is not as bad because there are emulators, not just simulators (that is my understanding for the disparity).




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