When my Mac traded OpenGL for Metal, I barely noticed, even as a developer writing graphics code. For the most part, they're all playing with the same basic pieces. The pieces you have to work with are just different.ĢD/3D graphics APIs (if that's what you're referring to) aren't like this. Not infrequently, you need to re-arrange everything to make it work. There's a reason that good Mac apps and good Windows apps don't tend to look identical.Įnglish and German are fairly similar, as languages go, but you can't just do a word-for-word replacement of English and get a good German paragraph, or vice versa. Without proxy icons, you might need to add a menu item to mimic that functionality, for example. Lacking a feature often means you need to design the UI different elsewhere. (The Ribbon and keyboard navigation come to mind.) Same with Linux. On the Windows side, I'm sure they've got their own set of unique features and constraints that the Mac doesn't have. There are standard popovers, which can be torn off. There's QuickLook for easy previewing of sub-files. There's a responder chain for event handling. It has a distinction between the key and main window. MacOS is the only one with a concept of proxy icons. The very concept of "a window" is pretty different across platforms. I suspect that there is a market for what you describe, but maybe it's somewhat niche. There was one product that I recall that fits your description - Imagineer from Intergraph - but it got discontinued. Either implement one's own code, or one licenses from Siemens PLM (expensive) etc. (SolidWorks and Autodesk Fusion 360 sketchers both implement their unbounded geometry constraints/dimensions using the D-Cubed DCM2 constraint management component licensed from Siemens PLM.) To implement what you want one needs at least some of the features from DCM2. * Disclaimer: Way back around 2001/2002, I worked on the Solidworks sketcher, and also before that used to work for D-Cubed Ltd. >It also needs to export to some standard format to be used for print, so using SolidWorks of Fusion360 isn't really an option, I can't export the vector 1-to-1 onto a pdf and do proper colors with those. >I would like to have more technical and fine-grained control over the way my drawings are made, than what pulling with my cursor on those handles gives me.īut for everything else (color/fills etc.) you would export to other software >I cannot for the life of me figure out bezier curves to create arc sections with proper radii that blends into another line, and abusing adding and subtracting shapes from each other is a cumbersome process and editing the final shape often requires me to start all over creating that composite shape. I had some thoughts of writing some software a bit like that, and would be interested and hearing what would be the feature set for a minimal viable product. I have "Mac vector graphics app fatigue". ![]() I can tell this is going to be severely underpowered. The price of Amadine is a turnoff: $20 is simply nowhere near enough to support the depth of features that a vector graphics app needs. I love to hate on Adobe as much as anyone, and it's definitely not a very Mac-like user experience, but when it comes to making graphics, Illustrator is an absolute beast. If you haven't read it, you don't know half of the little usability tricks that they've packed in there. Their manual is an inch thick (or, it was 20 years ago) and extremely well-written. ![]() No matter how swanky the new CoreImage APIs are, you're not going to catch Illustrator in a year or two. Hell, Affinity Designer is 5 years old and arrowheads are still on their to-do list.Īfter 20 years of futzing around with Mac graphics apps, Illustrator is still the best vector graphics app I've ever used, and the newcomers aren't even more Mac-like (which seems like it'd be a low bar). There's 10 little obvious things it's missing that you assume will get added real soon, but it turns out there's actually 1000 things it's missing, and they keep picking other little things. Being a small company in a huge market, their support suffers. They just aren't terribly Mac-like, and they have all sorts of little bugs that never seem to get fixed. A couple weeks later, I end up regretting my purchase. They all have flashy demos and claim to be great Mac apps (well, except Inkscape). I tried demos for everything else I could get my hands on. I bought iDraw (back before AutoCAD bought Indeeo).
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