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More likely it is the overhead of multiplatform support that motivates them to use Electron. Their support matrix is pretty big now: iOS, Android, Web, Mac, Win
by suchire 6y ago
More likely it is the overhead of multiplatform support that motivates them to use Electron. Their support matrix is pretty big now: iOS, Android, Web, Mac, Windows, browser extensions, Chrome OS, and Linux
- pjmlp 6y agoAmiga, Atari, Mac OS, MS-DOS, Windows, UNIX, with teams that reached around 10 maximum. How did we ever managed without Electron?!? Man we were 1337!
- yoz-y 6y agoTbh, not that many programs with exception of games supported all the platforms. And games were built on top of VMs or engines.
- pjmlp 6y ago"Engines" like common logic written in languages like C and C++, using in-house toolkits where RenderButton() or ShowDialog() would do the right thing on each platform. Apparently a forgotten art. As for VMs, I am all for stuff like React Native, not for packing Chrome with each application. Not only it shows laziness where Web == ChromeOS, bloats the applications and is yet another way for turning everyone into Chrome developers, bye bye Web.
- yoz-y 6y agoI understand the sentiment. But I think the best approach is a bespoke app for each platform in the own native toolkit. I have rarely enjoyed using a Gtk or Qt app on macOS because they feel alien. On windows for example there seems to be no rhyme or reason for widgets, mainly due to historical reasons. Games don’t need to be consistent because they take up the whole screen and are immersive. Some very specific programs such as the Godot editor are a good example of a similar usage.
- pjmlp 6y ago> But I think the best approach is a bespoke app for each platform in the own native toolkit. Which is basically the first line of my comment and how we used to do back in the day, with common logic and those in-house "engines".
- nanoha 6y agoThat would only make sense if they use Electron besides Linux.
- pseudalopex 6y agoOr if they plan to.