IMPORTANT! Regarding Mobile 64 bit captive runtime support

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2DGuy

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Jan 2, 2019, 2:53:07 PM1/2/19
to Genome2D
I have an app that is gaining traction on mobile and it uses Genome2D swc v1.0.279. I was told Adobe IS going to provide 64 bit runtime support for android later this year before the august Google Play deadline. Will this version of the SWC work if/when building for 64 bit captive runtimes? Sorry if this a noob question, I just need to know asap if this is a definite yes or no scenario. Thanks.

sHTiF

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Jan 2, 2019, 4:40:14 PM1/2/19
to Genome2D
Hi, since swc is just a library the support should be automatic if Adobe isn't doing something crazy since it will get compiled with the project to the final APK during the build process. 

2DGuy

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Jan 2, 2019, 4:59:07 PM1/2/19
to Genome2D
THANK YOU SO MUCH for giving me some clarity on this. I realize I seriously need to move to another platform for long term stability, but if I can just get another 1-2 years out of my time investment it will be ideal. Thx again.

sHTiF

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Jan 2, 2019, 5:02:32 PM1/2/19
to Genome2D
No problem, as I said we already moved out of Genome2D and are just maintaining it for WebGL even though we still use it to compile to mobile through AIR as well we are avoiding any further work. We even moved some of the tooling for the Genome2D projects to Unity. At the end of the day there is over 400 people working on Unity core alone, how can a single developer compete :)

2DGuy

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Jan 2, 2019, 5:16:56 PM1/2/19
to Genome2D
"At the end of the day there is over 400 people working on Unity core alone, how can a single developer compete :)" Yah, but what you did with Genome2D is amazing, and so vastly underutilized imop. But yes, I have been looking into Unity and it's probably the logical path to take when it's time to abandon Air Mobile. Again..thank you for your efforts! :)
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