
We had the most success with WinObjC, a project started by Microsoft to make it easier to port iOS apps to UWP (the Windows Universal Platform). Before taking the plunge with Rust, we tried to port our core LIQUID platform to Windows via WinObjC and GNUStep.
#ASTROPAD BLENDER CODE#
The LIQUID platform is comprised of 40,000 lines of Objective-C/C++ code that handles networking, GPU acceleration, and video compression - so ideally we wanted to reuse that battle-tested code. Our LIQUID engine was tightly wrapped around the Apple ecosystem, and the thought of unraveling ourselves was hard to imagine. But as we grew, we made the mistake of doubling down on Objective-C, and we pushed off the Windows effort because it created a catch-22 situation of engineering hurdles. This allowed us to move quickly, launch Astropad 1.0, and establish product-market fit in a relatively short period of time. When we were first building our products, we used the tools we were most comfortable with, like Objective-C and the Cocoa APIs.


Both products run on our low-latency, high-fidelity video streaming technology called LIQUID that was designed to meet the demands of professional illustrators, animators, and photographers. Our flagship products - Astropad Studio and Luna Display - primarily serve the creative pro-market. Here at Astropad, we’ve kept a close eye on this shift, knowing that Windows would be a big part of our company’s future. Over the past few years, we’ve heard over and over again about an exodus from Mac to Windows in the creative community.
