| ▲ | chii 5 hours ago | |||||||||||||||||||||||||
They could opt out - by sticking to web platforms. Apple cannot charge for that. However, apple does attempt to gimp the web platforms on mobile to "subtly" push for apps. | ||||||||||||||||||||||||||
| ▲ | pornel 5 hours ago | parent | next [-] | |||||||||||||||||||||||||
The whole Epic vs Apple was about Apple blocking this. Before being slapped by regulators, Apple had anti-steering policies forbidding iOS apps from even mentioning that purchasing elsewhere is possible. Even after EU DSA told them to allow purchases via Web, Apple literally demanded a 27% cut from purchases happening outside of App Store (and then a bunch of other arrogantly greedy fee structures that keeps them in courts). Apple knows how hard is not to be in the duopoly of app stores. They keep web apps half-assed, won't direct users to them, but allow knock-off apps to use your trademarks in their search keywords. | ||||||||||||||||||||||||||
| ▲ | archerx 5 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||
They do and it’s awful. I’m making a browser based game and it works great on desktop browsers but Apple refuses to allow css filters on canvas forcing you to build your own filters and apply them to image data. The web audio api is also a pain to get working properly on iOS safari and a bunch of other arbitrary but feels like they’re intentional obstacles found only on iOS. I’m almost considering just using webgl instead of a 2d context but who knows what obstacles apple is hiding there also it will make everything so much more verbose for no real gain. Not even in the days of IE was I ever this frustrated. | ||||||||||||||||||||||||||
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| ▲ | sidewndr46 5 hours ago | parent | prev [-] | |||||||||||||||||||||||||
Why could Apple not charge a percentage for any user using their mobile device? Why would it be limited to app store? | ||||||||||||||||||||||||||
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