JackFalcon Posted March 27, 2018 Share Posted March 27, 2018 What I see: 1) "Cookies" - found cookie support [https://electronjs.org/docs/api/cookies]. 2) "Jank" - no visible performance issues (electron app on laptop...) - Important: "jerky" "frame rate", jank - is possibly NOT a result of Electron but of CPU rendering. -> See GPU rendering (like WebGL)? That is guess. 3) "Riddled with Cross Platform Issues" - me too. (em's for all the things!) Good Link: http://qnimate.com/making-a-phonegap-look-like-native-app/ Better Link: https://blog.avocode.com/4-must-know-tips-for-building-cross-platform-electron-apps-f3ae9c2bffff - not pushing "rendering perf" here. Quote Link to comment Share on other sites More sharing options...
JackFalcon Posted April 10, 2018 Share Posted April 10, 2018 @rothers, I got an electron game running great on steam. <party> It is possible. Also, found a significant workflow automation and decided to share it here. It isn't easy, you are right, I wish you luck. ~ELECTRON-To-STEAM App Build Workflow Optimization: - In package.json (with electron-packager) - added 'package' command (example build of Win PC app): "scripts": { "start": "electron .", "package": "electron-packager ./ AppName --arch x64 --platform win32 --out ./build --version 1.8.2 --overwrite --icon=img/logo1.ico" }, - It outputs to the ./build directory a win32x64 .EXE - with ./resources/app/... - which is where the optimization is. -> You can EDIT the entire html/css/js source directly. Then launch exe (with no build) and it is there. - So workflow is not refresh browser but relaunch exe. - Then, the steam-sdk run_build.bat has a path to that folder. ~So, it is a single(double)click to launch app into cyberspace. Hope it helps. : ) Quote Link to comment Share on other sites More sharing options...
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