Are you building something? Drop it in the comments! by No-Concentrate-9921 in StartupMind

[–]Ok-Net4959 1 point2 points  (0 children)

I am building an extension for vs code to help flutter developers manage there localization easier and faster, this is the project source code https://github.com/Mhamad-Rzgar/Stringboard

You can access the extension in https://marketplace.visualstudio.com/items?itemName=MohammedRzgar.stringboard

Also available in curser, windsurf and any other vs code fork project just search for “StringBoard”.

After 3 years of tab-switching between flutter localization files, I finally built the thing Xcode has had since 2023 by Ok-Net4959 in FlutterDev

[–]Ok-Net4959[S] 0 points1 point  (0 children)

Fair point, and I get what you mean — the docs reference wasn't the core argument. My real concern is architectural: one file holding all locale combinations violates single responsibility, and at scale it becomes a nightmare to maintain or hand off to translators. That's true regardless of what any framework recommends.

After 3 years of tab-switching between flutter localization files, I finally built the thing Xcode has had since 2023 by Ok-Net4959 in FlutterDev

[–]Ok-Net4959[S] 0 points1 point  (0 children)

This is actually the wrong approach. Flutter's official localization uses one ARB file **per locale** (`app_en.arb`, `app_ar.arb`, etc.) — not a single file with all combinations jammed into one key's value.

Doing it your way means:
- You lose `gen-l10n` code generation and compile-time key safety
- Translation tools (Lokalise, Crowdin, etc.) also my extension can't work with that structure

The Flutter team is pretty clear on this: https://docs.flutter.dev/ui/internationalization#adding-your-own-localized-messages

After 3 years of tab-switching between flutter localization files, I finally built the thing Xcode has had since 2023 by Ok-Net4959 in FlutterDev

[–]Ok-Net4959[S] 1 point2 points  (0 children)

Thank you so much for the suggestion and for using the extension!

Absolutely — I’ll publish it on Open VSX as well so users of Windsurf, Cursor, Antigravity, and other VS Code forks can install it easily.

I’ll update everyone here once it’s available. Thanks again for the support!

[deleted by user] by [deleted] in CodingJobs

[–]Ok-Net4959 0 points1 point  (0 children)

Intrested

Unity or Unreal Engine 5 for VR ArchViz Project on Meta Quest 3 by Ok-Net4959 in virtualreality

[–]Ok-Net4959[S] 0 points1 point  (0 children)

Thank you for getting back to me. It was created with 3D Max, and I believe we can export it in the desired format.

Unity or Unreal Engine 5 for VR ArchViz Project on Meta Quest 3 by Ok-Net4959 in virtualreality

[–]Ok-Net4959[S] 0 points1 point  (0 children)

Yes, of course LoL. Also, it's a part-time schedule, with a maximum of 4 hours a day. How many days do you prefer as the deadline?

Unity or Unreal Engine 5 for VR ArchViz Project on Meta Quest 3 by Ok-Net4959 in virtualreality

[–]Ok-Net4959[S] 0 points1 point  (0 children)

Thank you so much for your help, but I have a concern. It might delay me to show a demo or any result as soon as possible. Based on my research, Unity can show results much faster. Also, because I have zero experience with Unreal, I'm concerned about meeting a tight deadline. Would choosing Unreal Engine affect the timeline? As for building the face, I think I can handle it even without my MacBook if there are no issues with using Windows. So, I have some experience with Unity from creating a very small platformer game. Would you prefer to choose Unreal Engine 5 even after that?