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Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by mitgraduate on Monday January 07, 2019 @10:33AM (#18845904)
Why use not Electron? Take a look at vscode it has plugins and it seems to work everywhere.
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by klodolph on Monday January 07, 2019 @10:43AM (#18846021)
Electron is basically Node+Chrome. There’s no way in hell it’s appropriate for writing VSTs.
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by bluedino on Monday January 07, 2019 @10:51AM (#18846097)
In about ten years someone will post one to HN. Written in Javascript.
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by ergo14 on Monday January 07, 2019 @12:02PM (#18847024)
And it will use 1TB of ram to run.
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by loa-in-backup on Monday January 07, 2019 @10:35AM (#18845924)
Unfortunately DAW and VST plugins are not something you can make in Electron
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by mitgraduate on Monday January 07, 2019 @10:39AM (#18845967)
Can you please explain why?
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by fb03 on Monday January 07, 2019 @10:47AM (#18846069)
Audio software has strict buffer/latency demands which usually cannot be guaranteed on interpreted language platforms.

Doing audio synthesis with JS or any other interpreted language really is totally possible and has been done in a more or less serious way in several implementations and webtoys etc. But if you need extremely low latency and guarantees you cannot go that route, sadly.

Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by mitgraduate on Monday January 07, 2019 @10:49AM (#18846089)
You can always write native extension in c++/rust/c.
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by thecatspaw on Monday January 07, 2019 @10:54AM (#18846144)
so then why use electron as well if the majority of your code is going to be native anyway?
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by fb03 on Monday January 07, 2019 @10:56AM (#18846166)
exactly.

the UI is the minority of the code. the main engine is gonna need to be implemented in some language which has strict guarantees about performance. also, not having a garbage collector that fires in a seemingly random way helps a lot too :)

Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by purplerabbit on Monday January 07, 2019 @12:44PM (#18847657)
It's probably a decent way to package your program. And you can use all the glammy JS you want.
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by loa-in-backup on Monday January 07, 2019 @10:49AM (#18846087)
There are few reasons: - they most of the time run embedded in a DAW - they are usually computationally intensive themselves - they are meant to be instanced as far as memory/CPU can go

ad to the third point: Music producers already require and use pretty powerful rigs: 32-128GB RAM is not uncommon, CPU as good as it gets. There's great benefit when you can run 100 instrument synthesizer instances parallel vs 14 instances - it's a difference between a differentiated orchestra and a rock band.

Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by noselasd on Monday January 07, 2019 @10:42AM (#18846007)
Because the plugins embeds into existing native applications and uses existing native SDKs.
Re:Game dev: Linux users were only 0.1% of sales but 20% of ... by jcden on Monday January 07, 2019 @02:10PM (#18848809)
Friends don’t let friends use Electron