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Let's be clear what Flash was though. It was a native binary that would paint to a region owned by the browser. So yes, it was performant because basically th
by jdmichal 3y ago
Let's be clear what Flash was though. It was a native binary that would paint to a region owned by the browser. So yes, it was performant because basically the only thing it was doing differently than any other native application was how it was hosted by the browser.
That's also why it was such a security nightmare. It was a complete escape from the browser sandbox.
- pjmlp 3y agoIt was a great development experience, destroyed by pitch forks and lanterns by the folks that a decade later have failed to deliver a sound alternative. Hence why the gaming industry is focusing on streaming instead.
- flohofwoe 3y agoFlash was destroyed by Apple, which had no interest in improving the web either. The iOS platform turned out to be a pretty good replacement for Flash though.
- pjmlp 3y agoApparently people keep forgetting that after that memo, Adobe produced an AOT compiler for Flash, targeting iOS.
- flohofwoe 3y agoSure, but what's the point if it's not supported by Safari. Adobe Air was at best a porting aid to get your old Flash code wrapped in an iOS app, but the writing was on the wall and nobody in their right mind would start new Flash projects.
- pjmlp 3y agoAnd now a decade later, despite PlayCanvas and Babylonjs, there is hardly anything that compares. Mobile, handhelds and cloud streaming, is where the indie party is going on. I bet WebGPU is going to be equally the same, ShaderToy and 3D commerce visualisation tools will be updated for it, and that is it. Specially given that it made the same mistake of WebGL, lagging 10 years behind native APIs.