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Why is it so difficult to make an exe from a html5 project?


rothers
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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.

 

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  • 2 weeks later...

@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. : )

 

 

 

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