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> You don't have to use Swift as there are plenty of alternatives many of which run on Windows or Linux. I'd use an application written in Java or one built wi
by supernintendo 7y ago
> You don't have to use Swift as there are plenty of alternatives many of which run on Windows or Linux.
I'd use an application written in Java or one built with a cross-platform GUI toolkit like Gtk+ or Qt in Windows or Linux. I wouldn't in macOS and most users won't either. They're ugly in macOS. They stick out like a sore thumb. It's not that it's impossible for a cross-platform approach to produce an application that is nice to use in macOS, it's that there is technical debt in the libraries and frameworks that attempt cross-platform and usually it's a failure to keep up with the constant changes in the Apple ecosystem. A few years ago Apple removed support for OpenGL so now if you want to write 3D applications you have to use Metal. Thankfully, there's MoltenVK so if you want to target multiple platforms you can use Vulkan but how do you know that approach is sustainable? MoltenVK only uses public APIs so its safe to use for the time being. That said, any number of decisions Apple makes moving forward could potentially rule it out as a viable option.
> And you don't have to give Apple 30%. Just notarise your app and add a link from your website.
That's a fair point although maybe not the best UX for all purposes.