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satvikpendem 4 days ago

> Edit: Several cross-platforms frameworks can do Liquid Glass:

This is pretty funny because you just listed SwiftUI three times but in different configurations. They're not truly cross platform, they just wrap Apple's native design code. In contrast, I can (and do) use a package like liquid_glass_renderer to get Liquid Glass everywhere, on all my devices, with one codebase.

wahnfrieden 4 days ago | parent [-]

If this is the current state of it, I can spot a dozen details that are wrong or missing: https://x.com/imadetheseworks/status/1973765948218941771/vid...

Maybe it will get there... Meanwhile I would rather use technologies that provide the full experience on the platform where it matters, and would never want those liquid components on platforms like Android or Windows anyway.

satvikpendem 4 days ago | parent [-]

Well, the library is literally 3 months old, and it's made by one person as an OSS package, so yes, I'm sure you can spot those wrong details. Still, it'll get there, especially once Flutter gets official support for Liquid Glass, as they are planning on working on it later this year or into next year, currently they are refactoring their current design library code.

> and would never want those liquid components on platforms like Android or Windows anyway.

That's where we disagree then, I like the design itself but don't like it stuck on only one platform. I make apps with wholly custom UI designs, not following any particular OS' "native" design, and that's why Flutter is so powerful, because I am not constrained to what pixels I can render to a screen, nor should I be.