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Yeah, spread that over 20 games/apps. It can really mount up, I can think of other indie game dev's that only publish on iOS that their games are now forever lo
by DaveSapien 4y ago
Yeah, spread that over 20 games/apps. It can really mount up, I can think of other indie game dev's that only publish on iOS that their games are now forever lost.
It's a real cultural loss.
- lupire 4y agoPublishing only on proprietary OS in the first place is a cultural loss.
- ChuckNorris89 4y agoHmmm, if only we had some cross platform framework that worked in every browser even before the iPhone was invented. /s
- scarface74 4y agoYou mean the one that could barely run on 1Ghz phones with 1GB of RAM that the company behind it said they could have gotten it to run on a 128MB RAM first gen iPhone with a 400Mhz processor if Apple had allowed them?
- Wowfunhappy 4y agoI'd like to see how a web app of similar complexity would run on the same hardware. For all that people remember Flash being slow, remember the era of hardware it was running on.
- scarface74 4y agoBy the time the iPhone was introduced, PC hardware was well into the GHz era with multiple GBs of RAM. The phone was much more constrained and didn’t have disk swapping.
- Wowfunhappy 4y agoAnd yet we didn’t have very complicated web apps (that didn’t use Flash). I’d like to see Slack on a 2008 PC. Meanwhile, the Wii’s web browser supported Flash, and the Wii is a lot less powerful than an iPhone.
- scarface74 4y agoIn that case why were the minimum requirements for Flash for Android when it did come out in 2010 and 1GB of RAM and a 1Ghz processor and then it barely ran, ate up battery life, and was soon discontinued? The first iPhone that came out with those spec’s was in 2011.
- Wowfunhappy 4y agoI think it’s a combination of: - Android itself really sucked at this point in time. - Android and iOS in 2010 couldn’t run complex web apps either without chugging. It really had to be native code to perform well.
- scarface74 4y agoSo doesn’t that kind of tell you the answer to how Adobe was full of it when they complained that they could have ported Flash to the 1st gen iPhone if it weren’t for Apple blocking them? The fact that they couldn’t get it working well on phone hardware four years newer, over twice as fast, with 4 times as much memory with larger batteries? Cross platform frameworks like the initial poster alluded to always suck compared to native purpose built frameworks. We see that today with Electron - a battery killing, memory inefficient, platform.
- Wowfunhappy 4y agoI don't know. Flash on the Wii, as I recall, worked well mostly for flash games that were designed with the Wii in mind, and for very simple interstitials. Anything more complex did not work well. I think Adobe could have done something similar on the iPhone. I don't know that it would have been what people wanted, and I think it would have exposed some of the iPhone's hardware limitations to users. Mostly though, I think Flash was a heck of a lot better than what we have today with overly-complicated webapps and Electron, as you referenced. That's the point I was trying to make—we've ended up with something even less efficient than Flash ever was!
- phantomathkg 4y agoAre we saying those games on Nintendo, Sega, PlayStation and XBox are not part of 20 century culture?
- tremon 4y agoNo, we're saying that those games are not part of 21st century culture, which makes them culturally lost to time.