I've been using Rive ( https://rive.app/ ) which is made with Flutter on the web and it works very well. This is the kind of app that Flutter web is good for. People think it's going to replace html/css/js and it clearly isn't meant to. It's just another tool to use on the web, with a specific use case.
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Game dev tools like https://defold.com/ make it nearly as easy as Flash to make high performance webgames. The only thing it's really missing is flash's vector/drawing/animation tools, though it does support extensions for Spine http://esotericsoftware.com/ and is getting one for Rive https://rive.app/ so you'll have nice vectors then too.
Flutter Web *is* intended for enterprise and general applications (see Rive, which is built in Flutter). Not sure what you mean by previewing UI widgets in realtime.
From Flutter's homepage:> Flutter transforms the app development process. Build, test, and deploy beautiful mobile, web, desktop, and embedded apps from a single codebase.
You do it the same probably painstaking way as Aaron Iker did: By programming those animations. He did this with 300+ lines of CSS, you'd have to do it in Dart using AnimationController
and friends.
You could also use a tool like Rive to create animations that can then be "played" in Flutter.
Большие перспективы связываем с flutter, уже год с ним работаем, написали несколько тестовых приложений, в том числе кроссплатформенные mobile + web + mac + win. Сейчас запускаем развлекательное приложение в Google Play / App Store, планируется достаточно хороший трафик... Посмотрим.
Мне, еще недавно программировавшему на C# (и иногда objective c и java) Dart/Flutter прям заходит, разработка приложений еще не была такой быстрой и легкой. Плюс огромные возможности для современных анимаций, подключение lottiefiles, rive.app и т.д
If your project needs SEO, Flutter probably isn't right for you, at least for that specific part of the site. Many services, such as Rive have a regular HTML landing page (which is at the top of Google/DuckDuckGo when you search "Rive") and then have a button to go into the actual Flutter web app.
Noticed you guys are using a GIF on the homepage for your animation. Have you checked out Rive (https://rive.app)? It’s a freemium tool for creating quality, performant animations which can be embedded on both the web and various mobile app platforms.
It's a free tool for creating native cross platform animations. They have an online web editor where you animate your graphics. You export them, put them in your app, and then execute them using the Rive SDK. Typically for animations like this people would use a gif or video file, but Rive draws directly to a canvas which means it's highly performance, and because of that it is also capable of being dynamic. An example might be an animating progress animation that can seamlessly transition to a success or failure state depending on your request's outcome.
Check it out! https://rive.app/
I'm speaking from my own experience using rive.app. Despite having a broadband connection on the slow end (slower than 4G speeds if you want to compare to mobile), it loads up to usable status in under 15s for me. I'm aware of what Lighthouse is, and I would never make the mistake of comparing local load speed to real-world, but I can't help but think that there's something off about your code if it's taking that long to load when all the gallery examples and even a real-world app like Rive are loading in no time for me.
As the creator of myStore, I always wanted the splash screen to be bullseye doing a little bork. How much you think to commission the current artist of bullseye to do it in https://rive.app/ for me? 😭
Here's a video to our team's #hack20 app. We got together a team mainly via the Slack Flutter group and created an idea on Saturday and built it in 48 hours. We used firebase DB to store texts of messages captured using Speech recognition and broadcast the message back out to all users connected on the same channel. The messages are auto-translated into the received local language. The main channel changer was designed in Rive.App and presented a fair amount of difficult to control - moving back and forth through the frames as well as updating the channel display and realtime DB queries.
Loads of room for improvement. But, for a 48 hour job and a spontaneous team we were very happy with the end result. Thanks to the organisers, it was a fantastic weekend !
I do tend to think about how their rendering engine makes it much easier due to the way Flutter works to create shared element transitions that actually work, with tinted drop shadows just by using a BoxShadow
container instead of trying to mess with elevation (that gets cut off by outlines, then by view bounds, then isn't rendered because the shape is concave) and then realizing you have to use a path and canvas clipping and shadow layer in onDraw(Canvas)
. Because the only way to get anything done on Android is porterduff and blur mask filter.
Flutter apps sure do look shiny. But wait, don't you get all those fancy animations only if you vendor-lock yourself to use ~~Nima~~ Flare by ~~2Dimensions Inc~~ Rive?
Anyway, Flutter looks nice, Dart is picking up (they have extension functions now!!), but you still need a perfect understanding of how to create a proper Android app, so that you can use https://github.com/littlerobots/flutter-native-state to survive process death like any well-made Android application.
I haven't actually used Flutter though, I just evaluate the risks if anyone tells me to use it as a requirement.
I suspect Matias would shudder at the idea that he was building a WinForms clone. The tooling experiments shown aren't a real product at this time, but others are certainly building out visual editors for Flutter.
We're putting most of our energies into building an ecosystem of tooling, as mentioned at Flutter Interact. Tools like Adobe XD and SuperNova are going to be great for prototyping and exporting solutions to Flutter; tools like Rive bring vector animation. We have another announcement on this front on Wednesday -- so stay tuned to the [@flutterdev](twitter.com/flutterdev) Twitter account.
You can see one here. Hover over the stage to show the playback bar, on the left side you can switch the animation. Change it to "opening" and play it. You can also choose "Open in Rive" to see this file was made.
The issue with traditional sprites is that you have to draw every frame, and if you make any changes to the character, you have to make an entirely new set of frames.
A game like Stardew Valley or Terraria overcomes this by 1: having a very limited set of animations, and 2: having all the clothing as a separate layer that appears over the character, with their own sprite sheets.
If you want to customise your character animations, I'd probably recommend making it in separate pieces and assembling what you need, when you need it (so if you need different outfits during runtime, apply different sprites to the bones, but if there's no change and just using different animation sets, bake in the sprites). If you're working with Unity, this is a pretty good rundown of the kind of workflow that will give you a lot of flexibility, but there are plenty of other tools you can use.
The good thing about either of these tools is you can apply whatever style you need to the art that goes onto the animations, so pixel art is definitely do-able. But, be aware that you might lose a little bit of the 8bit feeling because you have more freedom in your art and animation.