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You know what rocks, and which doesn't get nearly as much attention these days, vis a vis mobile app development? Using a single game engine for real business
by fit2rule 8y ago
You know what rocks, and which doesn't get nearly as much attention these days, vis a vis mobile app development?
Using a single game engine for real business apps, and then shipping those apps on every platform the game engine supports.
Sure, you maybe have to do a bit more work to get a data entry field up on the screen - but you only have to do it once and you've got the same, consistent, agreeable (assuming you design it right) interface across all supported platforms.
This isn't the same as using browser-based frameworks to accomplish the same thing. What I mean is, a game engine that provides equal access to the rendering and input event pipeline across the board.
Its the native-framework dance that is killing mobile apps. The time spent grok'ing one Android SDK release, only to have to do it all over again just to keep your app current and constant on the platform. To a lesser degree its the same with iOS.
But, if you take sufficient responsibility for the engine such that you're really targeting GLES and an event queue, you can produce amazing apps that run everywhere.
This is the promise that needs to be fulfilled going forward. We don't need more apps that just look the same, yet take up infinite resources and attention just to stay in place. With a game-engine approach, app developers can actually differentiate themselves again - and the good ones, the really good ones, produce really good apps.
Think about this some time: the most-shipped, most-used apps on any of the mobile platforms are those that, pretty much, eschew tight integration with the vendor-provided frameworks and instead bring their own to the party. This will get traction as more and more devs start to understand just how far you can take your modern engine these days .. and those engines are becoming their own OS in their own right, anyway ...
- gman83 8y agoYou've just described Flutter, it's basically a video game engine for apps.
- Apocryphon 8y agoPrecisely. After nearly a decade of list-detail view apps doing REST API calls, and the most widely used apps having their own unique branding that's the same across both platforms, you might as well distill those common features into a Unity for mobile apps.
- pjmlp 8y agoAnd Qt, Xamarin, ....
- starbeast 8y agoUnity is a very good tool for this.
- Apocryphon 8y agoThere are business, non-game apps that use Unity?
- starbeast 8y agoA friend of mine recently built one for training people to dig up roads without hitting electricity supplies.
- skohan 8y agoHow much of unity’s runtime is optional? Bundling an entire game engine in every app install sounds heavy
- starbeast 8y agoWell, you can just use Unity's 2d engine if you want to make a flat application.
- marcelgarus 8y agoFlutter is a better tool for this.
- starbeast 8y agoI haven't used it, so can't say either way. Am having a look at it now and it looks pretty nice though.
- jbverschoor 8y agoAnd we're back to flash. Just learn the damn platform you're deveoping for.
- marcelgarus 8y agoWhat you're describing sounds an awful lot like Flutter's architecture to me, which ships the rendering engine + code as native ARM code to any supported OS. Currently it targets Android, iOS & Fuchsia, but support for Windows and MacOS is in the works; the only requirement for the OS is that it supports OpenGL.