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by LASR 1366 days ago
> ported a game

Most of the immediate pain with native to native ports is shift between UI frameworks. This always requires a huge investment to do correctly.

Not sure about your specific game, but if you're using an engine or handling widget rendering yourself, you won't feel this pain.

Simply changing your compiler target is easy. This is not what people are complaining about obviously.

1 comments

> Not sure about your specific game, but if you're using an engine or handling widget rendering yourself, you won't feel this pain.

Out of all the apps that I listed, I don't believe any of them use native desktop widgets/controls/ui frameworks, except the Microsoft products. And even then, the Microsoft products are definitely using customized widgets which means they're writing a lot of custom rendering code anyways.

Edit: I'd also like to add that the original comment said that electron is portable, implying that portability is a tremendous feat. This is what I'm arguing against. Sure if you wrote your entire app in WPF, that's going to be next to impossible to port. But if you want to make a cross platform app, then it's not difficult to use a framework like QT to have a native cross platform app as opposed to embedding an entire browser runtime to get a portable app. This false dichotomy is what I don't get. It's not 2000 anymore, there's no reason portability has to be treated as some boogeyman that can only be solved by shipping extremely bloated software for a native cross platform app.

Also, here's a big list of C++ GUI libraries if QT doesn't float your boat https://www.reddit.com/r/cpp/comments/babfl5/a_pretty_big_li...