Except it didn't succeed at it. And Flash is long dead now.
WebAssembly is here today and supports more languages than Flash ever did.
And for what, now that Firefox is mostly irrelevant and is Google for all practical purposes calling the shots on the Web and related standards.
Don't mistake technical capabilities with political games.
If one man, on a whim, could destroy Flash then Flash deserved to die.
> And for what
For a royalty free platform that everyone is free to implement. No one wanted to be beholden to a proprietary platform they'd have to license from Adobe.
It remains to be seen how much royalty free Chrome remains, Web is now ChromeOS, with exception of a little Gaulish village called iOS.
Which is exactly the point, isn't it. Adobe's business model around Flash was so fragile that he could do it.
He couldn't do it to the web.
How is that WebGL 2.0 experience going on iOS?
Ever wondered why after a decade there is hardly any WebGL game that can match any serious game done with OpenGL ES.3.0 on mobile phones, starting with the famous Infinity Blade?
WebGPU will make you happier.
Firefox is at the edge of irrelevance and Safari barely supports WebGL 2.0.
https://adobe-flash.github.io/crossbridge/
Before asm2js was even an idea, Unreal compiled to Flash via CrossBridge.
https://www.youtube.com/watch?v=xzyCTt5KLKU
https://www.youtube.com/watch?v=ZmZS7B1pLWg
To this day, with exception of maybe PlayCanvas, there are hardly any tools that can match the same developer experience for WebGL, almost 15 years later.