| ▲ | tempest_ 6 hours ago | ||||||||||||||||
Getting it running in linux is the easiest part dev wise. It is the rest of the iceberg that causes problems. - You need your support to be able to support linux which means they will need training and experience helping people in an entirely new system - Linux comes in finite but vastly more combinations than OSX and Windows which means you are probably going to need to pick something like Ubuntu or struggle with the above - Gotta track bugs in twice as many places - Need CI / CD for more platforms etc | |||||||||||||||||
| ▲ | GlumWoodpecker 5 hours ago | parent | next [-] | ||||||||||||||||
>- Linux comes in finite but vastly more combinations than OSX and Windows which means you are probably going to need to pick something like Ubuntu or struggle with the above This is easily solvable by distributing the app via a distro agnostic mechanism, like as a Flatpak or AppImage. Using Flatpak also eliminates the need for rolling their own app update mechanism. | |||||||||||||||||
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| ▲ | MrPowerGamerBR 5 hours ago | parent | prev | next [-] | ||||||||||||||||
But most of those issues are because Linux doesn't have enough market share. No one brushes off Windows because they need to support Windows and they need to add CI/CD for Windows. The combination issue is a real issue though that (as far as I know) is mostly solved with Flatpaks, or in case of games, by using the Steam Runtime. Of course, it is a "chicken and egg" problem of "we don't want to support Linux because there aren't enough users using it" but "we don't want to use Linux because there aren't enough business supporting it". Thankfully with improvements in Wine the need of having "native" Linux support is shrinking, but at the same time there is still a looooong way to go (like the issues I said before with Affinity). | |||||||||||||||||
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| ▲ | lukan 6 hours ago | parent | prev [-] | ||||||||||||||||
And then people wonder, why electron became a thing. | |||||||||||||||||