eniko,
@eniko@peoplemaking.games avatar

wow, iOS apparently didn't have any multitasking until version 4. i'm kind of shocked

nbomb,
@nbomb@mas.to avatar

@eniko wait till you find out about copy/paste!

kspaziani,
@kspaziani@techhub.social avatar

@eniko it was a feature. Had to serialize on closing the app. I miss the old days

eniko,
@eniko@peoplemaking.games avatar

@kspaziani oh? >_> how was not having multitasking better?

kspaziani,
@kspaziani@techhub.social avatar

@eniko making the most of limited ram i think was the biggest thing.

vfig,
@vfig@mastodon.gamedev.place avatar

@eniko it had os-level multitasking of course, but yeah, end-user apps were "you can run one at a time".

main motivator for that decision was probably just that the phones had pretty small ram and no paging to disk.

Atridas,
@Atridas@mastodon.gamedev.place avatar

@eniko iirc old Android also had pretty serious limitations (laughs in 1.6)

eniko,
@eniko@peoplemaking.games avatar

@Atridas oh? care to elaborate?

Atridas,
@Atridas@mastodon.gamedev.place avatar

@eniko I don't really remember other than developing for anything older than 4.0 was really painful. Luckily the place I was working on pivoted to video games 😅

alice,

@eniko @Atridas Here’s one you’ll appreciate. It took Android forever to use hardware graphics composition. It was all CPU-bound for the longest time. CoreGraphics inherited from Mac OS X, OpenGL-optimised, allowed for much faster rendering and smoother scrolling. (E.g. momentum scrolling.)

eniko,
@eniko@peoplemaking.games avatar

@alice @Atridas wait do you mean they used software rendering for opengl or am I misunderstanding

alice,

@eniko @Atridas Software layer composition/masked blitting. Made the animations terribly choppy. Like running OS X using pure EFI graphics fallback.

TTimo,
@TTimo@mastodon.social avatar

@eniko wait till you learn it only allowed web apps initially :)

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