Also it was pretty disgusting how little effort they put into optimization until it threatened them being on iOS. I was knee deep in working with Flash and suddenly one day all the code was running as fast on Mac as it did on Windows. After years of it usually being 30% slower.
https://github.com/ruffle-rs/ruffle
If Adobe had seen their ban from the iPhone as a challenge to make Flash player capable of running without a plug-in they would dominate so many areas today. Flex would have become a viable platform to develop web apps/PWAs with - effectively sitting in the same position as what Flutter is doing today (Although I don’t believe Flutter is a one size fits all universal toolkit). I suppose they tried with PhoneGap but without Flash/Flex, which was their super power, they just didn’t have enough value proposition.
I suspect they saw the desktop install base of Flash Player as too important to risk loosing by marking it redundant - innovator's dilemma.
For some reason they just excepted defeat with Flash.
I think WebAssembly is the most natural fit here.
And even if it's the same amount, having a sandbox that's harder to escape, holding everything else equal, seems like a win for end-users.
Flash's demise, while it caused me no end of grief back in the day as it was the bulk of my income, was a good thing in the end.
I remember reading examples from an e-book on how to build 3D scenes with Flex 3 when I was 17-18 years old. It was a short lived dream of mine to create online video games. Instead, I ended-up making add-ons for PHP-based forums.
During that era Unity had its own web browser plugin and there was at least one Tennis-like game on the miniclip site itself.
Who's checking for this stuff on every blog page open, actually? I wish I was, but, usually am not.
Flash suffered from not having a spec other than its implementation. Made it hard to fix bugs while being backwards compatible
I’m not counting ad tech and the various user-hostile websites because they’d have happened in Flash too (rather, Flash ads were already a thing too)
What was and is surprising is that when Flash went away it killed Web-based gaming. Capability wise HTML/JS/CSS can replicate anything that Flash could do.. and yet, the scene is still dead.
It's way easier for a kid to make a game in Godot today than it ever was in Flash.
Also, Godot games run great in the browser. I dont think your general thesis holds up. Way more games are made by young people today than at any point in history.
You were probably trying to learn in the late AS2 or AS3 era. The tutorials all became too high level and driven by Flash dev ideas of grown up processes that sure are what you want for building professional work but all raised the roof and the floor at the same time cutting off what was the entry point for teenagers to start creating in Flash.
Earlier days there were great resources for getting started.
People praised Steve Jobs' decision that the iPhone shall have no support for Flash, and evangelized that Flash shall be dead - the future shall be HTML5.
Everybody who said something else was treated as an Adobe shill.
After that it was too late, and Adobe killed flash only two years after Jobs' letter.
Create an Adobe (or, back then, Macromedia - memory is a bit hazy there) account, download the trial of whatever you wanted, download a keygen off of eDonkey or Pirate Bay, run the keygen in some VM so it would not dump some virus on your actual machine, blacklist a boatload of Adobe/Macromedia domains, done.
Many school computers also had Macromedia installed, which is how I got into animation and my first forays into web development.
lol.
You just downloaded a cracked version from whatever torrent site showed up on google or yahoo search and it 'just worked'. No account creation. No VMs. No Blacklisting. :)