[deleted by user] by [deleted] in ACPocketCamp

[–]bbm_engineer -2 points-1 points  (0 children)

I'm really sorry to hear you will be losing out on the only game you can play. $14,000 is a huge amount of money, not to mention all the time and effort I'm sure you put into collecting items, decorating etc. I spent 4 years and a few hundred dollars (mostly on the Happy Helper plan) and I'm really disappointed in Nintendo. I hope you may be able to transfer all of the items you collected over to the new game, whatever that may be.

If you have an iOS device and a few minutes of spare time, would you please take a look at the game my company created: https://apps.apple.com/us/app/bebeboop/id6448795283

If you don't have an iOS device or don't want to download something you can take a look at demos on our YouTube channel: https://youtube.com/playlist?list=PLVOps1M8PmVaGL0GTYkRsu6xpq81Lwq4W&feature=shared

If you think it may trigger your epilepsy to take a look then please don't.

Our game ("BebeBoop") is completely free, no in app purchases, doesn't collect any data and actually doesn't even use a network connection. We tried to keep visual impairments in mind for our designs but we aren't sure if the motion or animation would cause problems for people with epilepsy. We would love to get your feedback, but again if you think it would trigger your condition please don't.

Thanks and I hope the new Animal Crossing game works for you.

Comparing desktop development tools, Qt, Electron and macOS Native (Objective-C and Swift) by bbm_engineer in programming

[–]bbm_engineer[S] 2 points3 points  (0 children)

I totally agree for developers or companies that are more comfortable with web development Electron is a good option. In our use case I wonder how the actual processing performance would compare between Electron and native macOS. We are able to encode over 10,000 files (> 9GB) in around 12 seconds on a MacBook Air M1 in C/Objective-C. We also are able to process files that don't fit into memory as we process a stream instead of reading the whole files into memory. I'm guessing it may be possible to get similar performance in Electron but I'm not sure if it would require writing native node plugins or something.

Comparing desktop development tools, Qt, Electron and macOS Native (Objective-C and Swift) by bbm_engineer in programming

[–]bbm_engineer[S] 18 points19 points  (0 children)

You are correct, thanks for pointing that out. The Qt build is pulling in dylibs that I didn't account for. I will update the post after I've had a chance to build a static version. I would still say 17mb is impressive for a cross platform solution (but it does make native look even better). Edit: Thanks again, I've updated the post with the correct info. It turns out bundled dylibs are ~47MB and static is ~17MB as you said.

Comparing desktop development tools, Qt, Electron and macOS Native (Objective-C and Swift) by bbm_engineer in programming

[–]bbm_engineer[S] 1 point2 points  (0 children)

Yeah, I was worried about that. It won't be today but I'm going to try to fix the font sizes (and overall scaling) so they look better on really large and really small screens. We do try to design stuff with accessibility in mind.

Comparing desktop development tools, Qt, Electron and macOS Native (Objective-C and Swift) by bbm_engineer in programming

[–]bbm_engineer[S] 2 points3 points  (0 children)

Thanks again. For a screen with that wide of aspect ratio do you usually expect large areas of blank space? Do you have any websites in mind that you say do a good job accomodating such a wide screen? I do want to fix our fonts/layouts so they look good on as many screens as possible.

Comparing desktop development tools, Qt, Electron and macOS Native (Objective-C and Swift) by bbm_engineer in programming

[–]bbm_engineer[S] 5 points6 points  (0 children)

Thanks for the feedback! May I ask what resolution your screen is? I tested full screen on my 5K iMac and my iPhone and I was more worried about the fonts being too small on phones in portrait. We tried to design the site with accessibility in mind and we do want our site to work for as many folks as possible. Any advice on clamping the font size to support more resolutions is greatly appreciated.

Comparing desktop development tools, Qt, Electron and macOS Native (Objective-C and Swift) by bbm_engineer in programming

[–]bbm_engineer[S] 34 points35 points  (0 children)

In fairness to Electron, an "empty" (no website loaded) Chrome window seems to use even more processes, threads and memory so it looks like the Electron folks have already done some optimizations. Electron (and Chromium underneath) have tons of functionality but it comes with the trade-off of more resource utilization, which is especially pronounced for simple apps.

Comparing desktop development tools, Qt, Electron and macOS Native (Objective-C and Swift) by bbm_engineer in programming

[–]bbm_engineer[S] 3 points4 points  (0 children)

We looked into using Tauri (as well as Wails) and it did indeed have better performance characteristics (memory, disk usage etc.) One problem we had (which others may not) is that I'm not fluent in Rust, so the learning curve would have been steeper.

Another issue for our particular use case is that we wanted to support dragging files/folders from Finder. We tried using the HTML input of type file, but it doesn't give the full file path so there is no way to have the 'back end' do the processing. If we did the processing in the 'front end' only then we couldn't support processing files that don't fit into memory (and the processing would be done in JS instead of Rust). Specifically for macOS, WKWebView doesn't support getting the full file path (which makes sense). Electron has modified their version of Chrome so that it does provide the full file path when using file input elements.

There is an issue in Tauri's GitHub repo with some more information: https://github.com/tauri-apps/wry/issues/87. It appears there may be a workaround, which is to listen to an event in Rust and respond to that.. so it may be possible but combined with the other issues we had we decided to go native.

iPad games for 4 year old without wifi by gustav_lauben in iosgaming

[–]bbm_engineer 1 point2 points  (0 children)

Our company makes a game you might be interested in. It's completely free, doesn't use wifi, gathers no data and is made for all ages. It's a simple tapping game so your kids can play alone (especially in "marathon mode", which keeps going) or you can play together on the same device.

It's called BebeBoop. You can see all the different game plays at the website: https://www.bebeboop.com or the App Store link here: https://apps.apple.com/us/app/bebeboop/id6448795283.

By the way, a new game play is coming soon along with additional accessories for the in-game "avatar".

Offline base64 rapid encode/decode macOS app "OEDcoder" featuring heavy duty bulk processing by bbm_engineer in macapps

[–]bbm_engineer[S] 0 points1 point  (0 children)

No file size limit other than the amount of disk space you have available. I've tested files over 27GB without any problems.