Windows
A native Win32 / WinUI SDK is on the roadmap. A Windows desktop app ships today through Electron, which is how most desktop calling products — including several you use — are built.
What works today#
Electron: the Web SDK in a Chromium renderer, packaged with electron-forge or electron-builder into an .exe/MSIX. Camera, microphone, screen and window sharing, system-audio capture on Windows, hardware-accelerated H.264 — all present today. See the Electron guide.
Browser: Edge and Chrome on Windows run the Web SDK with no install at all.
What the SDK will look like#
Every AppLooma SDK has the same shape — create an engine with your App ID, join a channel with a token from your server, render the people who arrive. The Windows SDK will too, so code you write against the preview below will not need rethinking.
#include <applooma/rtc.h>class Handler : public applooma::AppEventHandler {void onTrackSubscribed(const applooma::AppRemoteUser& user) override {remoteView.attach(user); // an HWND-backed video surface}};auto engine = applooma::AppEngine::create("YOUR_APP_ID", &handler);engine->joinChannel(token, wsUrl, {.role = applooma::Role::Host, .camera = true});localView.attachLocal(*engine);
The plan#
- C++ core. A C API over the same media engine used by the mobile SDKs, shipped as a DLL with a header — usable from C++, C#/.NET (P/Invoke) and Rust.
- WinUI 3 and WPF views. A video surface control for each, so rendering is one line as it is on every other platform.
- NuGet. One package for .NET, one vcpkg port for C++.
- Parity. Roles, signaling, chat history, recording and quality defaults (1080p, simulcast, 96 kbps voice) from the first release.
Early access#
Tell us what you are building
Order on the roadmap follows demand. Write to support@applooma.dev with the engine version you target and roughly how many users — you get the first build, and a say in the API.
Back to the platform picker.