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Experimenting and Learning with Flutter

How do we face the challenge of working with multimedia content?

In the New Games team at etermax we are dedicated to generating new proposals and initiatives when developing a new product and we aspire to innovate in new game mechanics.

At etermax we seek to think outside the box and aim for the stars. For this reason, at New Games we look for the best levels for the requirements of new products. Currently, we face the challenge of working with multimedia content and, in this context, we detect that Flutter is the alternative that empowers us the most and allows us to achieve our goals. Although we are fans of Unity, the game engine where we develop most of our products, in this case we cannot maximize its specialized gaming potential.

Due to this, in our squad we ventured into an investigation through different Frameworks and technologies that could meet our needs, and in the process we found that Flutter is the best tool and the one that best suits our needs.

It is an open source SDK created by Google for the development of applications, both mobile and desktop.

Unity is a game engine while Flutter is an SDK made for developing apps. Each one has its purpose. If we wanted, for example, to make a food delivery application, it would not make sense to use Unity since the integration with the map is complex, the size of the app would be too large and we would use many more hardware resources that would not be necessary for what is being developed.

For example, nowadays as we develop using multimedia content, we need to work both with the camera and with files inside the phone, and everything related to permissions is handled in a much more direct way than when using Unity.

Considering our experience, we took into account the following key points:

To show the benefits that Flutter has over Unity, we made a small project that contains a carousel with the iconic characters from Trivia Crack.

The build of the application (apk) has a significantly smaller size than what we generally get in Unity, since the minimum of this tool without using Tiny versions is approximately 18 MB. Meanwhile, this test with the carousel has a size of 16.8 MB. This difference increases as we add files and features.

On the other hand, the performance of the application is highly valued. Unity updates its UI once per frame, while in Flutter this is done on demand. We can update just a part of the UI, a specific component, or the entire screen. Obviously this is done all the time in Unity, since it is prepared to work with 3D models, animations and a lot of content that we would not be taking advantage of in this case.

Another great benefit that we discovered in this development is the ease of creating a carousel.

We continue to test and explore the technologies on the market. Flutter, Unity, native development, are all options that must be chosen depending on the context in which we want to work. At etermax we keep moving forward when it comes to experimenting to achieve our goals.

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