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I like using apps on web, like Figma ..etc, no download or update manager, just open an URL. But currently these apps just don't have the fluidity, that's ther
by tonis2 3y ago
I like using apps on web, like Figma ..etc, no download or update manager, just open an URL.
But currently these apps just don't have the fluidity, that's there with native apps, also maintaining large JS codebase is horrible, Typescript doesn't help much in my opinion.
WebGPU + new development languages, will hopefully send web-apps to the next level.
- mdhb 3y agoI agree that Typescript is really a band aid solution at best. You are trying to put types on top of something that wasn’t designed with types in mind at all and you often end up with some insanely and unnecessarily complicated types as a result. Take this as an example of mixins which are a fairly common pattern. https://lit.dev/docs/composition/mixins/#mixins-in-typescript https://lit.dev/docs/composition/mixins/#mixins-in-typescrip... Now take a look at the same thing in a modern well designed language https://dart.dev/language/mixins https://dart.dev/language/mixins It’s not just that but even when you consider some of the design decisions. To stick with TypeScript and Dart once again, I mean, they both technically have enums which is an incredibly useful data type but the difference between them is like night and day. TypeScript: https://www.typescriptlang.org/docs/handbook/enums.html https://www.typescriptlang.org/docs/handbook/enums.html Dart: https://dart.dev/language/enums https://dart.dev/language/enums And then finally on top of that, because the goal is no longer to compile to JavaScript you can bring in all kinds of useful language features like this which don’t have an equivalent that I know of https://dart.dev/language/extension-methods https://dart.dev/language/extension-methods
- circuit10 3y agoFigma already uses WebAssembly
- linuxontheweb 3y ago[dead]
- pjmlp 3y agoThe main issue with WebGL and WebGPU, are they lag behind native APIs for several years, and after a decade the tooling still sucks, the best way to debug WebGL/WebGPU rendering issues, is still to have a OpenGL ES 3.0/WebGPU (native) version and use modern GPU debuggers on it. Unless you enjoy trying to make up what 3D rendering calls belong to the browser, and which ones belong to the actual application.